How
do I Start Playing my Elementalist?
by Damean
Elementalists are one of the strangest and most versatile
classes in the game. They are the only class capable of switching between
being extremely defensive and extremely offensive in a short time. Most
classes are either more defense-oriented (clerics) or more offense oriented
(mages), and are not able to bring much of the opposite nature to a group.
At higher levels, an elementalist can provide relatively powerful healing
and support magic to a group, or alternatively, provide a pretty hefty
barrage of damage spells to hurl at an intended target. The catch is that
they tend to be VERY different than any other class available in the game.
In this section I will attempt to explain their basis, and more importantly,
clarify how they tend to work both at low levels and a little bit at upper
levels.
What Makes Them
So Different?
The first major point
is that they are required to memorize spells instead of simply drawing
upon the magical weave and expending stored mana. The second major point
is that every elementalist spell requires the caster to contain a certain
amount of one or more of the four types of elemental mana within his or
her spirit. This in a sense defines the caster's affinity to whichever
elements he/she is using at the time. As an elementalist grows in experience
and increases ability scores, both the number of memorized spells, and
the amount of elemental mana he or she can contain will increase.
What Do You Mean, Elemental
Mana?
Certain races have affinities
to various types of elemental mana, a sea-elf, for instance, are extremely
aquatic, and therefore an elementalist sea-elf will always retain one
extra water mana. This can be very useful and open up more casting options
sooner, but can also be a hindrance, so choose your race carefully, and
be aware of any extra elemental mana you may receive from it.
I Can't Use These Darn
Spells!!
Now elemental spells are generally
easier to use than other types of magic, and therefore most of them can
be practiced up to 100% initially, especially the low level ones. BEFORE
you practice any spells, it is good to know which type of elemental mana
is required to use which spells. You can sometimes get a good idea of
what each spell is intended for by reading the help file but the mana
command will show exactly what types of mana are required for each spell,
which is good when the name is slightly ambiguous or more than one type
is involved. Some spells require you to NOT have more than a certain amount
of an opposite type of mana, for instance flame-whip, a high level fire
spell, will fail if you contain too much water mana while trying to use
it. The lower level spells are generally less restrictive than the upper
level ones.
What Do I Practice!!??
As far as spell power
is concerned, there are pretty useful offensive spells available in each
elemental school at the lower levels. The key to surviving is not so much
which spells you practice, but is more a question of whether you are capable
of obtaining the correct mana to cast the spell(s) you do choose. This
is done by using the mana-gathering skills fuegan(fire), sublimate(air),
liquidium(water), and root (earth). It is advisable to get these skills
practiced at the same time the first spell from each school is practiced.
Again the initial practicing of these skills will adept it to 100% for
elementalists, which will greatly speed up the process of gaining experience
and ultimately continuing with game play. If you are unable to determine
which mana type a given spell uses, you can always practice it first,
then use the mana command to figure out what gathering skill you should
practice to compliment it.
So What Does What?
In general, fire based
magic is very offensive, with little defense capability, whereas water is
the opposite, defensive and healing, with little or no capability to cause
damage. Air and earth fall in-between, with air being slightly more offensive
than earth, but not nearly as powerful as fire, and earth being defensive
but not as much as water. So in general a water-based elementalist will
play similar to a cleric or druid, whereas a fire-based elementalist will
tend to carry heavy offensive similar to a mage or heretic. If at any point
you wish to modify your mana selection, you can release any or all of it
and re-gather it again in whatever numbers you need or desire up to your
maximum capacity. Keep in mind that changing mana will take time, however,
so it is unadvisable to try to use this ability during fights or in aggressive
areas unless you have someone nearby to rescue or aid you in case of trouble.
Strategy
and Direction
At the lower levels its
basically a good idea to rememorize the same spells after each fight.
It is also useful to know how many batches of spells it will take to win
a given fight, and look for a means to escape from your prey for a minute
or two to rememorize or change spell lists. There are several spells at
your disposa l to help make this easier, but I won't go into detail on
them here. If worst comes to worst, after you achieve level 5, if you
can gain enough favor with your deity, you can supplicate for power during
a fight to instantly restore your last spell list. This should only be
used in an emergency however, because it can sometimes be extremely tedious
to try to replace spent favor.
Summoning Elementals!
Once you get up around
level 25 or so, elementalists gain the ability to summon various types
of elementals to aid them in battle. These creatures are similar to the
ones found in AD&D monster manuals, and each can be used for different
purposes. Each elemental type's abilities resemble that of magic from
that given element type pretty closely. This means earth elementals are
big and defensive, whereas fire elementals are smaller but hit more often
and harder usually. When using these large assistants in battle, it may
or may not be advisable to bring them into your group. They will end up
lowering the overall experience gotten for the group if you do group them,
but if you do not, then they may occasionally land the deathblow and steal
ALL the experience from a given kill. So, unfortunately, there is no perfect
solution to that question and it remains up to each player to use whichever
method seems to work best for him or her.
Some Things to Look Forward
To
At higher levels even
more elementals can be summoned, and the lines become a little fuzzy as
to which is more defensive/offensive, but they tend to be quite a bit stronger
than the lower level versions. Elementalists also have access to some of
the games only multi- participant spells at very high levels. These spells
are extremely powerful, but require more than one person to cast. So similar
to other aspects of the game, grouping is highly encouraged to increase
playability and fun for this class.
Good Luck playing this strange
and unique class.
I hope to see you in your adventures through
Vastil,
Damean
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