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Class record

Elementalist

Striker / Controller

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role
Controller

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Mage or Sorcerer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Magic, Artifice, Perception, Linguistics or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

The sounds of fighting and dying were getting closer and closer. Naori rushed into the throne room, her regal dress replaced with enchanted robes and sturdy boots. Her Queensguard hurried beside her, the clank of their armor and weapons not nearly enough to drown out the sounds of war that were far too close. A harried Captain was just sending off a runner at the foot of the thrones as she came to a stop.

“What is the situation now, Captain?”

“Your Highness,” he said with a quick bow. “The King is organizing the defense at the gates and the rest of the keep walls are holding, for now. But we’re outnumbered by these vile cats and General Kytur is still days away with the main body of our forces.”

Naori closed her eyes and took a steadying breath. That her husband was out on the front was not the news she wanted to hear. She knew he’d been when she didn’t see him on the throne, but it was still like a fist tightened around her heart at the confirmation. He was a great warrior, one of the finest in Ithelia, but even someone as mighty as he was could be brought down by numbers.

“Be honest with me, Captain. Will we hold?”

Her Queensguard shifted in shock and the Captain hesitated before lowering his gaze and shaking his head. “No, my Queen. It’s a miracle we haven’t had any breakthroughs already. Our garrison just isn’t large enough to repel this kind of attack.”

“I see.” She turned to her most trusted personal guard. “Amelia.”

“Yes, Your Highness.”

“You will get my daughter and get her out. These cats mean to destroy us and I will not let them have Kori.”

There was reluctance in Amelia’s gaze before she nodded and brought her arm up in a salute. “Marnol, Surie, with me. We’ll get the Princess out, Your Highness. We have allies in Susururu that will shelter us.”

“Thank you, Amelia. All of you. May the Light of Kari watch over you.”

It was only minutes after half her Queensguard had left the throne room before assassins broke through the lines. The Captain and her guards fought to keep them away but it was her magic that was the true threat. Elemental blasts flew from her hands like rain. Fire, ice, lightning, earth, wind…even holy and dark magic cut down catfolk soldiers. It was the very nature of the world fighting against their invasion, buying time for Amelia to get out with Kori. To get to safety.

“The annexation of Ithelia and the rabbitfolk will be the source of the greatest breakthroughs in magical understanding in the last five hundred years. It’s still a shame that we had to wipe out the Itia family, but any survivors would have been a rallying point for rebellion. We’re lucky that the young King and Queen hadn’t yet produced an heir.” - General Purin Haearn in a letter back to Northi about the successful campaign against the rabbitfolk of Ithelia

Tactical guidance

Playing Elementalist

The elementalist, a very offensive focus based class with the added options of choosing what element to use in any combat using Elemental Convergence.

Magic Blast II is just a superior version to the first one having access to 120ft spell is nothing to scoff at, it can also be figure out elemental weaknesses by frequently swapping between elements before using your more dangerous abilities. 

Elemental Bolt is your go to spell for elementalists, hosting several debuffs to send at the enemies using the right element for the right target whether it's burning or slowing them, sundering them for your stronger melee attackers to take advantage for it, using the right element at the right time will prove fruitful. 

While Bolt is your go to now Elemental Burst is the most scary of the abilities being that you can at any point increase the damage your spells cause for 1RP cost makes elementalist a powerhouse if no enemies are making effort to focus them as you will quickly whittle them down if they choose to take your attacks freely but do remember that every Elemental Burst is 1 less RP for your defenses. 

The Secret Art, Surge of Elements can be used against anyone you'd fancy as it is a raw amount of attacks coming towards them, if you plan to remove their RP fast or simply finding a gassed target to unleash the full wrath of an elementalist barrage of spells on them, and for the cheap price of 1 mana you can overcharge it to give yourself two additional elements to give yourself nine light attacks to barrage someone. A gassed Target fears this secret art or finding a target not willing to lose a ton of health or rp early in a combat will also prove great.

By Buntaoo.

Elementalist

Class features

Abilities unlocked

Complete rules for every ability granted by Elementalist.

1 AP
Range
120ft
Keywords
Spell,Rapid

You make a Light (1 AP), Heavy (2 AP) or Precise (2 AP) attack against the target that deals Arcane damage.

If you have an element mastered, you may change the damage of this spell to that element.

1 AP1 MP
Range
120ft

You make a Light attack against the target. The damage type is chosen at the type of casting and must be that of an element you have mastered. 

On damage, inflict an effect based on the damage type of this attack:

Arcane: The target loses 1 Mana
Fire: The target becomes Burning X, where X is your Focus x 3.
Water: The target becomes Soaked X, where X is your Focus, until they take lightning damage.
Lightning: The target becomes Static X, where X equals your Focus x 3.
Frost: The target becomes Slowed until the start of your next turn.
Earth: The target becomes afflicted with Sunder X, where X equals your Focus, for the next damage they take.
Wind: You push the target 10ft.
Holy: The target becomes inflicted with Illumination X, where X is your focus / 2.
Dark: The target becomes inflicted with Blinded X, where X is your focus, for their next attack.

1 RP
Range
120ft
Keywords
Spell

You cause your attack to burst into the target causing them to take additional damage of that element equal to 2d4 + Focus.

Requirements

Can be used after dealing elemental damage that does not contain the Full Pierce or Sure Hit keywords.

4 AP3 MP
Range
120ft

You channel all masteries of the elements and fire a barrage of elemental bolts at the target.

You make 7 light attacks, doing Arcane, Fire, Water, Frost, Wind, Lightning and Earth damage respectively.

Overcharge: You may spend one more mana to make additional Light attacks, one that does Holy damage and one that does Dark damage.