Difference between revisions of "Elemancers"
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===Overall Pros=== | ===Overall Pros=== | ||
* Extremely versatile in both combat and utility via elemental magic | * Extremely versatile in both combat and utility via elemental magic | ||
+ | * Exclusive access to [[wand|wands]] | ||
* Easy access to training for the basic four elemancy skills | * Easy access to training for the basic four elemancy skills | ||
* Can eventually weave more elements into a single spell than non-Elemancers, for more complex and powerful spells | * Can eventually weave more elements into a single spell than non-Elemancers, for more complex and powerful spells |
Revision as of 10:51, 12 August 2011
The Elemancers are scholars of the elements, seeking to understand how the constitute and effect our world as well as striving to learn how to manipulate the elements according to their will. As on organization, the Elemancers are neutral - they have no particular agenda or political goals.
Contents
Playstyle
Overall
Elemancers are the archetypal mages or wizards, able to control the elements by willpower and underlying basic knowledge of said elements. They have a well-rounded array of magical abilities, affording them great versatility and spectacular powers.
Combat
Elemancers can use their elemental powers to wield the elements themselves in battle, and may learn several abilities that can effect multiple targets at once. They also learn many defensive elemental shielding abilities. While the University doesn't teach any non-magical combat skills, Elemancers can utilize their influence over the elements to enhance combat skills that they learn independently from general trainers or independent practice. As an example, an Elemancer might channel fire while swinging a sword for a chance to accompany a sword strike with a burst of fire.
Promotion Points
Promotion points can be earned in the following ways:
- Casting spells and using abilities that utilize the various basic elemancy skills (aeromancy, geomancy, hydromancy, pyromancy)
Overall Pros
- Extremely versatile in both combat and utility via elemental magic
- Exclusive access to wands
- Easy access to training for the basic four elemancy skills
- Can eventually weave more elements into a single spell than non-Elemancers, for more complex and powerful spells
Overall Cons
- Wielding their powers causes great fatigue, requiring Elemancers to have to rest and eat more often and manage their energy more effectively
- Training most core skills takes longer than other guild core skills and is more expensive
- Promotions are harder to achieve
- Few guild services - an Elemancer is expected to use the elements to serve himself rather than rely on his peers
Abilities
- Aero Shield
- Aero Jump
- Fair Winds
- Geo Shield
- ... many more yet to be implemented!
Guild Services
None yet