Post by Variaz on Oct 23, 2011 1:05:35 GMT -5
The Elemental Lord is done, and will return in the next release!
I have always liked the Elemental Lord. Rather than being your typical "Warrior Mage" class that does melee and magic, this one has a theme: Elemental specialization and mastery. The Elemental Lord isn't just an advanturer who uses swords and magic, while being less good at it than Warriors and Mages. He's a specialist, who knows everything there is to know about his element, whether it be melee combat techniques or magic spells. With that knowledge, and a lot of elemental power flowing inside his body, the Elemental Lord is a great melee fighter and spell caster, doing both, and excelling at both.
The requirements for the class are:
Strength: 30
Intelligence: 30
Elemental skill: 100
No more classes requirements. You are no longer forced to be a level 3 Warrior, so if you prefer Fighter, or just be a pure Mage while getting the requirements for the class, it's your choice.
So let's take a look at what the class has to offer!
This mechanic hasn't changed since 0.4. You are still asked to choose an element when changing to Elemental Lord. And zulgors always get "Chaos".
A core ability of the class, this makes it much easier to be an hybrid class, by allowing you to focus entirely on the Elemental skill for both melee and magic, and by giving bonus to both strength and intelligence, based on each others. Ironically, this ability will give you more Intelligence if you place your level up stat points in Strength, and vice versa. And the passive bonus to your chosen element is the highest passive bonus right now, at +30% per points. It beats Sheer Power's +20%, although it only applies to a single element.
Rather than the old activable ability, and being an "all or nothing", unreliable thing, this one will always apply some piercing to the enemies. Of course, if you only put one point, have low Elemental skill and Intelligence, and try to pierce a Mature Dragon's resistance, you won't get much benefit. But with good stats and a couple points, you will get reliable resistance piercing that will allow you to use the more resisted elements(like Poison or Darkness) more reliably.
This is just like the 0.4 version, except it now has +30%/points damage modifier, making it the strongest combat feat in the game, in terms of raw power(with other strong combats feats like Spin Attack being at +20%/points). To make up for that, however, it's a rather simple move. No hitting multiple enemies, no secondary effect or advantage. It's powerful. And sometimes, that's all we want.
0.4 had "Elemental Shield", which needed to be reactivated before any battles, and only gave immunity to your chosen element and some damage to melee attackers.
This ability is an improved version of the old 0.4 ability. This time, it's passive, meaning it's always active. In addition to quickly giving you immunity to your chosen element, it will provide protection against ALL elemental attacks. And not just the spells, melee and ranged attacks too! Not all attack types are included(doesn't prevent Harm or Physical damage), but Harm is rare, and Physical applies mostly to melee and ranged attacks. The majority of spells and magical abilities deals Elemental damage, and most high level enemies have melee and ranged attacks with something else than Physical, so this ability is going to help you all the time.
Combine it with the "Weaken Elemental Attacks" ability below for even more fun! Or add some Defender abilities to make you even harder to kill.
The first ability that targets a monster's mana reserve, and an ability that will make you consider choosing an element that's actually resisted often. Most spells that enemies uses cost some mana. It's often little(except for summon spells), so they rarely run out, but this ability can put it to 0, essentially preventing them from using spells. Once you disable their spells, you can then kill them safely from a distance with spells of your own, or the Elemental Wave ability that you'll see below. This can work against any kind of enemies, including powerful ones like Balcia or the Monstrous Wraith, provided they have resistance to your chosen element. So if you're worried about your chosen element being resisted often, consider taking this to turn your fears into fun!
If Elemental Armor gave you protection from attacks, this one will lower a pack of monsters' Elemental damage. So if you have both abilities, you can become very resistant to Elemental damage.
Much like it's 0.4 version, it hasn't changed much, but the radius increases every 10 points instead of 20. The main thing you have to watch for is that this is a magic damage ability, despite being based on your melee damage. Not a big deal, but it does have a few implications. Nevertheless, it's still a very fun ability to use, especially once you get the area of effect. Best used with a powerful, high damage, two-handed weapon for maximum damage.
If you have a lot of attacks per rounds, you may wish to use with with Combat Feats instead of Wave of Element. This is the first combat feat with a big area of effect(Spin Attack only affected enemies next to you and that radius never increased), and although it's not as powerful as Elemental Strike against a single target, this is an excellent ability to take out a pack of enemies.
Another ability aimed at enemies that resists your element, this one weakens them in every ways. All their stats, skills and ac are lowered, meaning they will do less damage, dodge less often, take more damage, etc... And you will gain temporary Strength, Dexterity and Intelligence, based on the amount that they have lost. A fun ability, and another reason to consider taking an element that's resisted often, rather than always going for the least resisted.
Last but certainly not least, this ability makes you a force of your element. It's very powerful, and adds damage to all your attacks, gives you an aura, improves your stats, etc... And best of all: it changes your color! It's definitely a strong ability... let's just hope it won't turn out to be overpowered. But still, it should be quite fun to play with!
And that's it. Overall, the revamped class offers new things, and is more powerful than the old was. The old class was mostly an excuse to get Elemental Wave, Elemental Strike and some multiplicative damage, but this time, I think all the abilities are interesting, and there are now valid reasons to pick an element that's resisted often rather than always going for the least resisted element.
I have always liked the Elemental Lord. Rather than being your typical "Warrior Mage" class that does melee and magic, this one has a theme: Elemental specialization and mastery. The Elemental Lord isn't just an advanturer who uses swords and magic, while being less good at it than Warriors and Mages. He's a specialist, who knows everything there is to know about his element, whether it be melee combat techniques or magic spells. With that knowledge, and a lot of elemental power flowing inside his body, the Elemental Lord is a great melee fighter and spell caster, doing both, and excelling at both.
The requirements for the class are:
Strength: 30
Intelligence: 30
Elemental skill: 100
No more classes requirements. You are no longer forced to be a level 3 Warrior, so if you prefer Fighter, or just be a pure Mage while getting the requirements for the class, it's your choice.
So let's take a look at what the class has to offer!
Chosen Element: When changing class to Elemental Lord for the first time, you
will be asked to choose which element you want to specialize
into. This choice is permanent and cannot be changed through
normal means, so choose wisely! Many of the Elemental Lord's
abilities will empower attacks of your chosen element.
NOTE: Zulgors will always have "Chaos" as their chosen element.
will be asked to choose which element you want to specialize
into. This choice is permanent and cannot be changed through
normal means, so choose wisely! Many of the Elemental Lord's
abilities will empower attacks of your chosen element.
NOTE: Zulgors will always have "Chaos" as their chosen element.
This mechanic hasn't changed since 0.4. You are still asked to choose an element when changing to Elemental Lord. And zulgors always get "Chaos".
1. Elemental Spellsword(Passive, level 1)
Effect: Your base Strength gives a bonus to Intelligence and vice versa. Also
gives you a passive bonus to damage for attacks of your chosen element,
and allows you to use the Elemental skill for melee attacks of your
chosen element.
Bonus to Strength: 20% of base Intelligence.
Bonus to Intelligence: 20% of base Strength.
Bonus to damage of chosen element: +30%
Percent of Elemental skill added to melee attacks of chosen element: 10%
Extra points: +20% of base Intelligence to Strength.
+20% of base Strength to Intelligence.
+30% to damage of chosen element.
+10% of Elemental skill added to melee attacks of chosen element.
(up to a maximum of 100% at 10 points)
This passive ability does a lot of things. First, it will give you a bonus
to Strength and Intelligence, depending on which stat your raised. Points
placed in Strength will increase your Intelligence, and points in Intelligence
will increase your Strength. Note that this is based on your base stats, so
this does not apply to bonus from items.
Secondly, it will give you a passive bonus to all damage done by your chosen
element. This applies to all forms of attacks, melee, ranged and magic.
Although it only applies to attacks from a single element, the bonus is greater
than many other passive bonus, so it's definitely worth it.
Lastly, whenever you make a melee attack with the same attack type as your
chosen element, it will allow you to add your Elemental skill to your Fighting
skill or specialized weapon skill. Since the Elemental skill is a specialized
skill, this ability treats it as if it was a specialized weapon skill(meaning
you get 150% of the skill added to your other weapon skills). By placing
10 points in this ability, 100% of your Elemental skills will count as a
specialized weapon skill, making it possible to entirely rely on this skill
to do melee fighting, and not having to spend any skill points on normal
weapon skills.
Effect: Your base Strength gives a bonus to Intelligence and vice versa. Also
gives you a passive bonus to damage for attacks of your chosen element,
and allows you to use the Elemental skill for melee attacks of your
chosen element.
Bonus to Strength: 20% of base Intelligence.
Bonus to Intelligence: 20% of base Strength.
Bonus to damage of chosen element: +30%
Percent of Elemental skill added to melee attacks of chosen element: 10%
Extra points: +20% of base Intelligence to Strength.
+20% of base Strength to Intelligence.
+30% to damage of chosen element.
+10% of Elemental skill added to melee attacks of chosen element.
(up to a maximum of 100% at 10 points)
This passive ability does a lot of things. First, it will give you a bonus
to Strength and Intelligence, depending on which stat your raised. Points
placed in Strength will increase your Intelligence, and points in Intelligence
will increase your Strength. Note that this is based on your base stats, so
this does not apply to bonus from items.
Secondly, it will give you a passive bonus to all damage done by your chosen
element. This applies to all forms of attacks, melee, ranged and magic.
Although it only applies to attacks from a single element, the bonus is greater
than many other passive bonus, so it's definitely worth it.
Lastly, whenever you make a melee attack with the same attack type as your
chosen element, it will allow you to add your Elemental skill to your Fighting
skill or specialized weapon skill. Since the Elemental skill is a specialized
skill, this ability treats it as if it was a specialized weapon skill(meaning
you get 150% of the skill added to your other weapon skills). By placing
10 points in this ability, 100% of your Elemental skills will count as a
specialized weapon skill, making it possible to entirely rely on this skill
to do melee fighting, and not having to spend any skill points on normal
weapon skills.
A core ability of the class, this makes it much easier to be an hybrid class, by allowing you to focus entirely on the Elemental skill for both melee and magic, and by giving bonus to both strength and intelligence, based on each others. Ironically, this ability will give you more Intelligence if you place your level up stat points in Strength, and vice versa. And the passive bonus to your chosen element is the highest passive bonus right now, at +30% per points. It beats Sheer Power's +20%, although it only applies to a single element.
2. Resistance Piercing(Passive, level 1)
Effect: Your melee and magic attacks ignores some of the enemy's resistance
to your chosen element, based on either Strength for melee attacks,
or Intelligence for magic attacks.
Power(melee): Strength + Elemental skill.
Power(magic): Intelligence + Elemental skill.
Enemy power: (Strength + Magic Defense)
Extra points: +20% to powers.
This makes melee and magic of your chosen element ignore a percentage of the
enemy's resistance to your chosen element. How much is ignored depends on
the ability's power(which uses either Strength or Intelligence depending
if it's a melee or magic attack) versus the monster's Strength and Magic
Defense skill.
Let's assume you make a melee attack against a monster with 100% resistance,
normally immune to your attacks. Your Strength is 50 and your Elemental skill
is 100. This gives you a power of 150. With 5 points in this ability, this
would be raised to 300. You're up against a monster with 200 Strength and
200 Magic Defense, so a total power of 400.
The two powers are compared. On a total of 700, your 300 represents roughly 42%
of that amount. Therefore, 42% of the monster's resistance will be ignored,
meaning the monster will have 58% resistance as opposed to 100%.
If you chose Poison as your chosen element, and also have points in
Art of Poisoning, the modifiers from both abilities will be added together.
So using the example above, if you had 10 points in Art of Poisoning, you'd
ignore an additional 30 points of resistance, and you'd ignore a total of
72% of the monster's resistance. Note that resistances still won't go below 0.
Effect: Your melee and magic attacks ignores some of the enemy's resistance
to your chosen element, based on either Strength for melee attacks,
or Intelligence for magic attacks.
Power(melee): Strength + Elemental skill.
Power(magic): Intelligence + Elemental skill.
Enemy power: (Strength + Magic Defense)
Extra points: +20% to powers.
This makes melee and magic of your chosen element ignore a percentage of the
enemy's resistance to your chosen element. How much is ignored depends on
the ability's power(which uses either Strength or Intelligence depending
if it's a melee or magic attack) versus the monster's Strength and Magic
Defense skill.
Let's assume you make a melee attack against a monster with 100% resistance,
normally immune to your attacks. Your Strength is 50 and your Elemental skill
is 100. This gives you a power of 150. With 5 points in this ability, this
would be raised to 300. You're up against a monster with 200 Strength and
200 Magic Defense, so a total power of 400.
The two powers are compared. On a total of 700, your 300 represents roughly 42%
of that amount. Therefore, 42% of the monster's resistance will be ignored,
meaning the monster will have 58% resistance as opposed to 100%.
If you chose Poison as your chosen element, and also have points in
Art of Poisoning, the modifiers from both abilities will be added together.
So using the example above, if you had 10 points in Art of Poisoning, you'd
ignore an additional 30 points of resistance, and you'd ignore a total of
72% of the monster's resistance. Note that resistances still won't go below 0.
Rather than the old activable ability, and being an "all or nothing", unreliable thing, this one will always apply some piercing to the enemies. Of course, if you only put one point, have low Elemental skill and Intelligence, and try to pierce a Mature Dragon's resistance, you won't get much benefit. But with good stats and a couple points, you will get reliable resistance piercing that will allow you to use the more resisted elements(like Poison or Darkness) more reliably.
3. Elemental Strike(Active, level 1, combat feat)
Effect: A powerful melee attack that has the same elemental attribute as
your chosen element.
Damage: Normal melee damage + 30%.
Type: Chosen element.
Extra points: +30% to damage.
This is a very powerful melee attack that will always have the same elemental
type as your chosen element, no matter what weapon you are using. It's power
is very high for a combat feat, and although it has no special effects, it
makes up for it in pure power.
Effect: A powerful melee attack that has the same elemental attribute as
your chosen element.
Damage: Normal melee damage + 30%.
Type: Chosen element.
Extra points: +30% to damage.
This is a very powerful melee attack that will always have the same elemental
type as your chosen element, no matter what weapon you are using. It's power
is very high for a combat feat, and although it has no special effects, it
makes up for it in pure power.
This is just like the 0.4 version, except it now has +30%/points damage modifier, making it the strongest combat feat in the game, in terms of raw power(with other strong combats feats like Spin Attack being at +20%/points). To make up for that, however, it's a rather simple move. No hitting multiple enemies, no secondary effect or advantage. It's powerful. And sometimes, that's all we want.
4. Elemental Armor(Passive, level 1)
Effect: Become highly resistant to your chosen element, and gain damage
reduction against all Elemental attacks. In addition, monsters that
uses melee attacks against you will take some magic damage.
Resistance to chosen element: +20%
Elemental damage reduction: Based on Elemental skill.
Base magic damage to melee attackers: 3
Damage type: Chosen element.
Extra points: +20% resistance to chosen element(up to a maximum of 100%).
+10% to resistance's power(see below for more explanations).
+3 to base magic damage to melee attackers.
This passive ability will quickly make you immune to your chosen element
with only a few points placed in. This can be especially useful if you
chose an element that you know a lot of enemies uses frequently.
In addition, you will damage reduction against all Elemental attacks used
on you. Elemental attacks refers to most damage types available in the Elemental
school of magic, except Physical. It also includes some dual elements, such
as Ice or Grey, but does not include Alteration and Mysticism effects,
such as Life Blast or Harm.
The way it works is that half your Elemental skill is compared to the monster's
stats and skills. Which stat and skill depends on the attack you've received
(strength and melee skill for melee attacks, dexterity and ranged skilled
for ranged and mind and magic skill for magic). To explain, let's assume
an Elemental skill of 100, versus a melee attack of a monster that has 100
strength and 100 melee skill. With 5 points in this ability, your effective
power would be 75. The monster has 200. The total power involved is now 275.
So the percentage of reduction you get is what 75 represents out of 275,
which is roughly 27%, so you'd get 27% damage reduction against all Elemental
attacks. This reduction is applied before any reduction from armor or
Magic Defense.
Lastly, this ability will deal magic damage to enemies that attacks you.
The damage uses the normal spells damage formula and uses your Intelligence.
This damage can be resisted by Magic Defense, so make sure your Elemental
skill is high enough to avoid this problem.
Effect: Become highly resistant to your chosen element, and gain damage
reduction against all Elemental attacks. In addition, monsters that
uses melee attacks against you will take some magic damage.
Resistance to chosen element: +20%
Elemental damage reduction: Based on Elemental skill.
Base magic damage to melee attackers: 3
Damage type: Chosen element.
Extra points: +20% resistance to chosen element(up to a maximum of 100%).
+10% to resistance's power(see below for more explanations).
+3 to base magic damage to melee attackers.
This passive ability will quickly make you immune to your chosen element
with only a few points placed in. This can be especially useful if you
chose an element that you know a lot of enemies uses frequently.
In addition, you will damage reduction against all Elemental attacks used
on you. Elemental attacks refers to most damage types available in the Elemental
school of magic, except Physical. It also includes some dual elements, such
as Ice or Grey, but does not include Alteration and Mysticism effects,
such as Life Blast or Harm.
The way it works is that half your Elemental skill is compared to the monster's
stats and skills. Which stat and skill depends on the attack you've received
(strength and melee skill for melee attacks, dexterity and ranged skilled
for ranged and mind and magic skill for magic). To explain, let's assume
an Elemental skill of 100, versus a melee attack of a monster that has 100
strength and 100 melee skill. With 5 points in this ability, your effective
power would be 75. The monster has 200. The total power involved is now 275.
So the percentage of reduction you get is what 75 represents out of 275,
which is roughly 27%, so you'd get 27% damage reduction against all Elemental
attacks. This reduction is applied before any reduction from armor or
Magic Defense.
Lastly, this ability will deal magic damage to enemies that attacks you.
The damage uses the normal spells damage formula and uses your Intelligence.
This damage can be resisted by Magic Defense, so make sure your Elemental
skill is high enough to avoid this problem.
0.4 had "Elemental Shield", which needed to be reactivated before any battles, and only gave immunity to your chosen element and some damage to melee attackers.
This ability is an improved version of the old 0.4 ability. This time, it's passive, meaning it's always active. In addition to quickly giving you immunity to your chosen element, it will provide protection against ALL elemental attacks. And not just the spells, melee and ranged attacks too! Not all attack types are included(doesn't prevent Harm or Physical damage), but Harm is rare, and Physical applies mostly to melee and ranged attacks. The majority of spells and magical abilities deals Elemental damage, and most high level enemies have melee and ranged attacks with something else than Physical, so this ability is going to help you all the time.
Combine it with the "Weaken Elemental Attacks" ability below for even more fun! Or add some Defender abilities to make you even harder to kill.
5. Elemental Mana Burn(Active, level 1)
Effect: Target an enemy that resists your chosen element for a chance of
reducing the target's mana to 0.
Resist: 10% of (Intelligence + Elemental skill) vs (Mind + Magic Defense skill)
Extra points: +10% of (Intelligence + Elemental skill), up to a maximum of 100%
at 5 points.
+10% to rolls.
This ability allows you to target an enemy that is in your line of sight for a
chance of reducing it's mana to 0. The target must be a creature that belongs
to your chosen element, which is determined by it's resistance to that element.
Enemies with less than 100% resistance to your chosen element are more resistant
to this ability, and the close they are to 0, the more resistant they get, with
enemies having no resistance to your element being immune to this ability.
Having their mana reduced to 0 will permanently prevent the affected enemies
from casting spells or abilities that requires mana. This can turn a difficult
enemy into a relatively easy fight if you are successful in using this ability.
Some monsters have abilities that costs no mana to use, but most standard
magic attacks and summoning spells have a mana cost.
If you plan on using this ability, try to choose an element that is resisted
often, to give you more opportunities to use it.
Effect: Target an enemy that resists your chosen element for a chance of
reducing the target's mana to 0.
Resist: 10% of (Intelligence + Elemental skill) vs (Mind + Magic Defense skill)
Extra points: +10% of (Intelligence + Elemental skill), up to a maximum of 100%
at 5 points.
+10% to rolls.
This ability allows you to target an enemy that is in your line of sight for a
chance of reducing it's mana to 0. The target must be a creature that belongs
to your chosen element, which is determined by it's resistance to that element.
Enemies with less than 100% resistance to your chosen element are more resistant
to this ability, and the close they are to 0, the more resistant they get, with
enemies having no resistance to your element being immune to this ability.
Having their mana reduced to 0 will permanently prevent the affected enemies
from casting spells or abilities that requires mana. This can turn a difficult
enemy into a relatively easy fight if you are successful in using this ability.
Some monsters have abilities that costs no mana to use, but most standard
magic attacks and summoning spells have a mana cost.
If you plan on using this ability, try to choose an element that is resisted
often, to give you more opportunities to use it.
The first ability that targets a monster's mana reserve, and an ability that will make you consider choosing an element that's actually resisted often. Most spells that enemies uses cost some mana. It's often little(except for summon spells), so they rarely run out, but this ability can put it to 0, essentially preventing them from using spells. Once you disable their spells, you can then kill them safely from a distance with spells of your own, or the Elemental Wave ability that you'll see below. This can work against any kind of enemies, including powerful ones like Balcia or the Monstrous Wraith, provided they have resistance to your chosen element. So if you're worried about your chosen element being resisted often, consider taking this to turn your fears into fun!
6. Weaken Elemental Attacks(Active, level 1)
Effect: Reduce the power of all Elemental attacks done by affected enemies,
and especially your chosen element.
Elemental damage reduction: Based on Elemental skill.
Resist: (Intelligence + Elemental skill) vs (Mind + Magic Defense)
Radius: 2
Extra points: +10% to Elemental skill for calculating damage reduction.
+10% to resist rolls.
+1 to radius every 5 points.
This ability can weaken the Elemental attacks of affected enemies. If the
ability is successful, all the attacks done by affected monsters that
deals Elemental damage will be reduced by a percentile amount that is the
result of a comparison between your Elemental skill and the monster's skill
(which one depends on the type of attack that is used). Elemental damage
refers to the damage types in the Elemental school of magic, except Physical,
and also includes certain dual elements, such as Ice or Grey. In addition to
the normal damage reduction provided by this ability, Elemental attacks of
your chosen element will be further halved.
Since this ability uses a very similar formula to Elemental Armor for
calculating the percentile reduction, it is a very good idea to combine both
abilities, so that not only will you become more resistant to attacks, enemies
will deal less damage as well.
Effect: Reduce the power of all Elemental attacks done by affected enemies,
and especially your chosen element.
Elemental damage reduction: Based on Elemental skill.
Resist: (Intelligence + Elemental skill) vs (Mind + Magic Defense)
Radius: 2
Extra points: +10% to Elemental skill for calculating damage reduction.
+10% to resist rolls.
+1 to radius every 5 points.
This ability can weaken the Elemental attacks of affected enemies. If the
ability is successful, all the attacks done by affected monsters that
deals Elemental damage will be reduced by a percentile amount that is the
result of a comparison between your Elemental skill and the monster's skill
(which one depends on the type of attack that is used). Elemental damage
refers to the damage types in the Elemental school of magic, except Physical,
and also includes certain dual elements, such as Ice or Grey. In addition to
the normal damage reduction provided by this ability, Elemental attacks of
your chosen element will be further halved.
Since this ability uses a very similar formula to Elemental Armor for
calculating the percentile reduction, it is a very good idea to combine both
abilities, so that not only will you become more resistant to attacks, enemies
will deal less damage as well.
If Elemental Armor gave you protection from attacks, this one will lower a pack of monsters' Elemental damage. So if you have both abilities, you can become very resistant to Elemental damage.
7. Elemental Wave(Active, level 6)
Effect: Cast an elemental chain attack at enemies that is based on your
melee damage, and deals magic elemental damage.
Magic Damage: Normal melee damage + 10%. (requires an equipped weapon)
Type: Chosen element.
Range: 30
Extra points: +10% to damage.
+1 to radius every 10 points.
This will cast an elemental chain attack that will pierce through multiple
enemies, and possibly hit each of them more than one if you place enough
points to gain an area of effect with this attack.
An important thing to remember is that although the damage are based on
your melee damage, it is treated as a magic attack, and therefore will require
Spellcraft or Elemental skill to overcome Magic Defense, as if it was a regular
magic attack. Also be careful about passive abilities that improves melee
damage, they might not work with this since it's a magic attack. Of course,
magic-empowering abilities may work(but consider that this
isn't considered "spellcasting", but a regular magic attack), as does spell
damage bonus found on certain items such as rods and staves.
Effect: Cast an elemental chain attack at enemies that is based on your
melee damage, and deals magic elemental damage.
Magic Damage: Normal melee damage + 10%. (requires an equipped weapon)
Type: Chosen element.
Range: 30
Extra points: +10% to damage.
+1 to radius every 10 points.
This will cast an elemental chain attack that will pierce through multiple
enemies, and possibly hit each of them more than one if you place enough
points to gain an area of effect with this attack.
An important thing to remember is that although the damage are based on
your melee damage, it is treated as a magic attack, and therefore will require
Spellcraft or Elemental skill to overcome Magic Defense, as if it was a regular
magic attack. Also be careful about passive abilities that improves melee
damage, they might not work with this since it's a magic attack. Of course,
magic-empowering abilities may work(but consider that this
isn't considered "spellcasting", but a regular magic attack), as does spell
damage bonus found on certain items such as rods and staves.
Much like it's 0.4 version, it hasn't changed much, but the radius increases every 10 points instead of 20. The main thing you have to watch for is that this is a magic damage ability, despite being based on your melee damage. Not a big deal, but it does have a few implications. Nevertheless, it's still a very fun ability to use, especially once you get the area of effect. Best used with a powerful, high damage, two-handed weapon for maximum damage.
8. Exploding Strike(Active, level 6, combat feat)
Effect: A melee attack that causes an elemental explosion on the target.
Damage: Normal melee damage + 10%.
Type: Chosen element.
Radius: 2
Extra points: +10% to damage.
+1 to radius every 10 points.
This ability allows you to perform a melee attack that deals damage over an
area of effect, thus damaging multiple enemies at once. While not as powerful
as Elemental Strike, this is much better for defeating groups of enemies,
especially if you have a very high Combat Feats skill to use this ability
multiple times per turns.
Effect: A melee attack that causes an elemental explosion on the target.
Damage: Normal melee damage + 10%.
Type: Chosen element.
Radius: 2
Extra points: +10% to damage.
+1 to radius every 10 points.
This ability allows you to perform a melee attack that deals damage over an
area of effect, thus damaging multiple enemies at once. While not as powerful
as Elemental Strike, this is much better for defeating groups of enemies,
especially if you have a very high Combat Feats skill to use this ability
multiple times per turns.
If you have a lot of attacks per rounds, you may wish to use with with Combat Feats instead of Wave of Element. This is the first combat feat with a big area of effect(Spin Attack only affected enemies next to you and that radius never increased), and although it's not as powerful as Elemental Strike against a single target, this is an excellent ability to take out a pack of enemies.
9. Drain Elemental Being(Active, level 6)
Effect: Target a monster that resists your chosen element to lower all stats,
skills and ac by a certain amount. You will temporarely gain the drained
amount of Strength, Dexterity and Mind to the respective stat(Mind
goes to Intelligence).
Stats/skills/ac reduction: 25%
Stats boost duration: 5
Resist: 10% of (Intelligence + Elemental skill) vs (Mind + Magic Defense)
Extra points: +10% of (Intelligence + Elemental skill) to resist roll, up to
a maximum of 100% at 10 points.
+10% to resist roll.
+1% to stats/skills reduction for every 5 points.
+1 to stats boost duration.
This ability allows you to target an enemy, and reduce all it's stats,
skills and ac, making it weaker at everything it does, take more damage, etc...
The amount of Strength, Dexterity and Mind that it lost will be temporarely
added to your own Strength, Dexterity and Intelligence. If you use this
on a powerful enemy, not only will you weaken it, but you will become very
powerful for a short amount of time.
Repeated uses of this ability on the same enemy will result in the attributes
being lowered further. The percentile reduction applies to the new amount after
the initial reduction. This means that the temporary Strength, Dexterity
and Intelligence that you will gain from a second use of this ability will be
less than the first time, and it will override the original bonus with the
new ones.
Note that this will only work on monsters that have resistance to your chosen
element. If they have less than 100% resistance, this ability will be less
effective. It will not work on enemies with no resistance to your chosen
element.
Effect: Target a monster that resists your chosen element to lower all stats,
skills and ac by a certain amount. You will temporarely gain the drained
amount of Strength, Dexterity and Mind to the respective stat(Mind
goes to Intelligence).
Stats/skills/ac reduction: 25%
Stats boost duration: 5
Resist: 10% of (Intelligence + Elemental skill) vs (Mind + Magic Defense)
Extra points: +10% of (Intelligence + Elemental skill) to resist roll, up to
a maximum of 100% at 10 points.
+10% to resist roll.
+1% to stats/skills reduction for every 5 points.
+1 to stats boost duration.
This ability allows you to target an enemy, and reduce all it's stats,
skills and ac, making it weaker at everything it does, take more damage, etc...
The amount of Strength, Dexterity and Mind that it lost will be temporarely
added to your own Strength, Dexterity and Intelligence. If you use this
on a powerful enemy, not only will you weaken it, but you will become very
powerful for a short amount of time.
Repeated uses of this ability on the same enemy will result in the attributes
being lowered further. The percentile reduction applies to the new amount after
the initial reduction. This means that the temporary Strength, Dexterity
and Intelligence that you will gain from a second use of this ability will be
less than the first time, and it will override the original bonus with the
new ones.
Note that this will only work on monsters that have resistance to your chosen
element. If they have less than 100% resistance, this ability will be less
effective. It will not work on enemies with no resistance to your chosen
element.
Another ability aimed at enemies that resists your element, this one weakens them in every ways. All their stats, skills and ac are lowered, meaning they will do less damage, dodge less often, take more damage, etc... And you will gain temporary Strength, Dexterity and Intelligence, based on the amount that they have lost. A fun ability, and another reason to consider taking an element that's resisted often, rather than always going for the least resisted.
10. Elemental Being(Passive, level 10)
Effect: You become an elemental being of your chosen element. You will become
immune to your chosen element, and gain various powers.
Resistance to chosen element: 100
Elemental Aura:
Gain an elemental aura that damages enemies around you every
turns. (will not hurt friendly creatures)
Base magic damage: 4/points. (Intelligence-based)
Type: Chosen element.
Radius: 2
Elemental Attacks:
All attacks you do will deal additional magic damage to
the target. Works with any types of abilities that uses a
projection, even if they don't deal damage. The only exceptions
are the attacks provided by this ability(in other words, the
Elemental Aura, and this Elemental Attacks effect), and brands
on weapons.
Base magic damage: 2/points. (Intelligence-based)
Type: Chosen element.
Passive bonus to all stats: +10%/points. (based on base stats)
Passive bonus to Elemental skill: +5%/points. (based on base skill)
Passive bonus to mana: +2%/points.
Passive bonus to all damage of your chosen element: +30%/points.
Physical resistance: +2%/points, up to a maximum of +75%.
(your body becomes more of your chosen element, and less
physical matter.)
Extra points: See above for the list of abilities and how they are improved.
With 10 or more points, the graphic representing your character
will change color. The color depends on your chosen element.
This powerful ability will turn you into a pure elemental being, and you will
become very powerful in many ways. You gain an Elemental Aura, all your attacks
deals additional damage, you gain bonus to all stats, Elemental skill, mana,
all damage of your chosen element and even Physical resistance.
With 10 or more points, your graphic's color will change to mark your status
as a powerful elemental being!
Effect: You become an elemental being of your chosen element. You will become
immune to your chosen element, and gain various powers.
Resistance to chosen element: 100
Elemental Aura:
Gain an elemental aura that damages enemies around you every
turns. (will not hurt friendly creatures)
Base magic damage: 4/points. (Intelligence-based)
Type: Chosen element.
Radius: 2
Elemental Attacks:
All attacks you do will deal additional magic damage to
the target. Works with any types of abilities that uses a
projection, even if they don't deal damage. The only exceptions
are the attacks provided by this ability(in other words, the
Elemental Aura, and this Elemental Attacks effect), and brands
on weapons.
Base magic damage: 2/points. (Intelligence-based)
Type: Chosen element.
Passive bonus to all stats: +10%/points. (based on base stats)
Passive bonus to Elemental skill: +5%/points. (based on base skill)
Passive bonus to mana: +2%/points.
Passive bonus to all damage of your chosen element: +30%/points.
Physical resistance: +2%/points, up to a maximum of +75%.
(your body becomes more of your chosen element, and less
physical matter.)
Extra points: See above for the list of abilities and how they are improved.
With 10 or more points, the graphic representing your character
will change color. The color depends on your chosen element.
This powerful ability will turn you into a pure elemental being, and you will
become very powerful in many ways. You gain an Elemental Aura, all your attacks
deals additional damage, you gain bonus to all stats, Elemental skill, mana,
all damage of your chosen element and even Physical resistance.
With 10 or more points, your graphic's color will change to mark your status
as a powerful elemental being!
Last but certainly not least, this ability makes you a force of your element. It's very powerful, and adds damage to all your attacks, gives you an aura, improves your stats, etc... And best of all: it changes your color! It's definitely a strong ability... let's just hope it won't turn out to be overpowered. But still, it should be quite fun to play with!
And that's it. Overall, the revamped class offers new things, and is more powerful than the old was. The old class was mostly an excuse to get Elemental Wave, Elemental Strike and some multiplicative damage, but this time, I think all the abilities are interesting, and there are now valid reasons to pick an element that's resisted often rather than always going for the least resisted element.