Post by Rynekanti on May 13, 2014 2:47:38 GMT -7
ELEMENT GUIDE
A "how to" on the various elements, which are stronger against what and which aren't.
Here are the 8 elements below. Going down vertically is the attack type while going horizontal is the opponent type. Those without an elemental faction don't have any resistance or weakness. When the shrine of your element has bestowed it's gift upon you, your body changes towards that element so it is important to know what your character can put a fight up against; and what it cannot. All attacks, even when not using spirituality, are permanently changed to that type. So think carefully when pursuing an element as most can only have one.
Ø = 1/2 damage
Earth cannot swim, but will only sink in even the most shallow of streams.✔ = x2 damage
Statements to help remember:
An element is never as effective when used against itself.
Air cannot budge a mountain nor a large enough rock.
Air can put out the hottest of flames.
Darkness cannot smother out light forever, day will eventually come.
Darkness causes plants to die.
Earth will prevail even against the strongest winds.
When grounded to the Earth, Electricity cannot surge through a path.
Earth will succumb to Nature as it devours it alive.
AIR | DARK | EARTH | ELECTRICITY | FIRE | LIGHT | NATURE | WATER | |
AIR | Ø | Ø | ✔ | |||||
DARK | Ø | Ø | ✔ | |||||
EARTH | ✔ | Ø | ✔ | Ø | Ø | |||
ELECTRICITY | Ø | Ø | Ø | ✔ | ||||
FIRE | Ø | Ø | Ø | ✔ | Ø | |||
LIGHT | ✔ | Ø | Ø | |||||
NATURE | Ø | ✔ | Ø | ✔ | Ø | ✔ | ||
WATER | ✔ | Ø | ✔ | Ø | Ø |
Statements to help remember:
An element is never as effective when used against itself.
Air cannot budge a mountain nor a large enough rock.
Air can put out the hottest of flames.
Darkness cannot smother out light forever, day will eventually come.
Darkness causes plants to die.
Earth will prevail even against the strongest winds.
When grounded to the Earth, Electricity cannot surge through a path.
Earth will succumb to Nature as it devours it alive.
Electricity cannot surge through something that is grounded.
Electricity can only be absorbed into nature as pure energy.
When in Water, Electricity spreads quickly like a deadly virus.
Fire cannot burn against a forceful gust of wind.
Fire cannot burn onto something that isn't flammable.
Fire latches onto all and any living thing in Nature, tearing it down as it goes.
Fire is quickly drowned in Water.
Light brightens even the darkest of places.
Light is absorbed into energy by all living things in Nature.
Nature cannot grow without sunlight.
Nature will take the nutrients from the Earth and make it it's own.
Nature will burn, as all organic things do.
Nature absorbs all light to help it grow.
Nature absorbs all water to help it grow.
Water shall sink any and all pieces of the Earth.
Water is a breeding zone for Electricity, a dangerous one at that.
Water licks any and all flame of the Fire, taken out with ease.
Water shall be absorbed by Nature's bounty if not careful.
If you're looking for which element suits you and your character, lets lay out what each element specializes in.
AIR
"The free-spirited element"
Air users tend to be one with the wind, carefree and go with the flow type of players. Becoming one with air usually means you gain Swiftness faster and could care less about any other stat. Sometimes this can be seen as a bit careless or reckless. If you don't want to be hit and like messing with your opponent, it's a viable option.
Likely Stat: SWF
DARKNESS
"The misunderstood element"
Hidden from most is the element of darkness. They meld into the shadows and see farther than most and through most barriers. While not the most swift of the elements, they are tricksters by nature, strong in their own devices and pay great attention to detail. A lethal combination.
Likely Stat: DEX
EARTH
"The Rustic element"
Earth is a sturdy and strong element a player can use defensively or offensively. These users tend to find the path of Earth earning more strength and health, though they might not be the best hitters--they pack a punch when they do hit their targets.
Likely Stat: HP
ELECTRICITY
"The Dangerous element"
Electricity isn't something just to play with, it's dangerous. Players who pursue the path as this element will find themselves hitting hard and knowing their opponents weak points. Users can expect to earn more in EP, these players are risk takers by relying on the fate of the storm to bring forth their victories.
Likely Stat: STG
FIRE
"The Masochist element"
Fire users could care less how much damage they have dealt to them. It's all about tearing down your opponent before they can tear you down first. With bold moves and reckless power, most players of this element will lean towards brute strength.
Likely Stat: STG
LIGHT
"The Blinding element"
A soft natured riddle is what describes how someone of light is seen to the world. Less cunning and conniving unlike that of darkness, those of light are unusually brutally honest and full of surprises. They hold out for as long as possible and hope they still have something up their sleeves to keep them going.
Likely Stat: HP
NATURE
"The Everlasting element"
Being a completely unique element in itself, the nature element branches off into two sub categories. Fauna and Flora. Each specialize differently for a different combination of techniques. Once you choose one, you can't go back and learn the other so choose wisely.
Likely Stat: SWF or EP
WATER
"The Gentle element"
A calm and soothing element, it can be a two way street, the fine line between someone who gives or takes. Those of the water element will be seen helping or hurting indirectly with their high elemental power and large posession of healing and draining moves.
Likely Stat: EP
AIR
"The free-spirited element"
Air users tend to be one with the wind, carefree and go with the flow type of players. Becoming one with air usually means you gain Swiftness faster and could care less about any other stat. Sometimes this can be seen as a bit careless or reckless. If you don't want to be hit and like messing with your opponent, it's a viable option.
Likely Stat: SWF
DARKNESS
"The misunderstood element"
Hidden from most is the element of darkness. They meld into the shadows and see farther than most and through most barriers. While not the most swift of the elements, they are tricksters by nature, strong in their own devices and pay great attention to detail. A lethal combination.
Likely Stat: DEX
EARTH
"The Rustic element"
Earth is a sturdy and strong element a player can use defensively or offensively. These users tend to find the path of Earth earning more strength and health, though they might not be the best hitters--they pack a punch when they do hit their targets.
Likely Stat: HP
ELECTRICITY
"The Dangerous element"
Electricity isn't something just to play with, it's dangerous. Players who pursue the path as this element will find themselves hitting hard and knowing their opponents weak points. Users can expect to earn more in EP, these players are risk takers by relying on the fate of the storm to bring forth their victories.
Likely Stat: STG
FIRE
"The Masochist element"
Fire users could care less how much damage they have dealt to them. It's all about tearing down your opponent before they can tear you down first. With bold moves and reckless power, most players of this element will lean towards brute strength.
Likely Stat: STG
LIGHT
"The Blinding element"
A soft natured riddle is what describes how someone of light is seen to the world. Less cunning and conniving unlike that of darkness, those of light are unusually brutally honest and full of surprises. They hold out for as long as possible and hope they still have something up their sleeves to keep them going.
Likely Stat: HP
NATURE
"The Everlasting element"
Being a completely unique element in itself, the nature element branches off into two sub categories. Fauna and Flora. Each specialize differently for a different combination of techniques. Once you choose one, you can't go back and learn the other so choose wisely.
Likely Stat: SWF or EP
WATER
"The Gentle element"
A calm and soothing element, it can be a two way street, the fine line between someone who gives or takes. Those of the water element will be seen helping or hurting indirectly with their high elemental power and large posession of healing and draining moves.
Likely Stat: EP
BECOMING ELEMENTALLY GIFTED
So now you've decided on your element of choice and you want to start training your character towards it and started saving up to purchase these powers in the shop. But just how does someone go about gaining an element requirement to unlock and purchase from these branches you ask?? This is where, you go to the gods and ask for a favor.
I'm not joking, you literally track down a deity and demand to prove your worth.
Still don't believe me?
Okay, let's humor me and say you need to "find a god" and ask to be graced with their aura. How would one go about this? How do you "find" a god? Much less one you're looking for specifically...
During certain seasons or transitions between seasons, these large shrines will present themselves before all eyes. Legend has it that these landmarks simple appear and disappear in times of thick mysterious fog. No one knows which deity it will be but it is said there is a pattern they follow, a means of "taking turns" when approaching the living world. Only when a mortal crosses paths with one of these gods may they be burdened with a task that once complete will grant them the gift of that elemental power.
Say you've been taking me seriously this whole time. What if it's not the element I desire?
Then heed the spirit's warning, perhaps learn more about the other elements if they let you close. Most will not allow such informal conversation however, and will swiftly leave or ward off any disinterested passerby.
Do some wolves with elemental power know something you don't?
It's quite possible, knowing is half the battle. Making ties with those with similar interests can only help guide you and give you insight to what and where. Mere stories and fables may end up more truth that you'd like to believe.
So now you've decided on your element of choice and you want to start training your character towards it and started saving up to purchase these powers in the shop. But just how does someone go about gaining an element requirement to unlock and purchase from these branches you ask?? This is where, you go to the gods and ask for a favor.
I'm not joking, you literally track down a deity and demand to prove your worth.
Still don't believe me?
Okay, let's humor me and say you need to "find a god" and ask to be graced with their aura. How would one go about this? How do you "find" a god? Much less one you're looking for specifically...
During certain seasons or transitions between seasons, these large shrines will present themselves before all eyes. Legend has it that these landmarks simple appear and disappear in times of thick mysterious fog. No one knows which deity it will be but it is said there is a pattern they follow, a means of "taking turns" when approaching the living world. Only when a mortal crosses paths with one of these gods may they be burdened with a task that once complete will grant them the gift of that elemental power.
Say you've been taking me seriously this whole time. What if it's not the element I desire?
Then heed the spirit's warning, perhaps learn more about the other elements if they let you close. Most will not allow such informal conversation however, and will swiftly leave or ward off any disinterested passerby.
Do some wolves with elemental power know something you don't?
It's quite possible, knowing is half the battle. Making ties with those with similar interests can only help guide you and give you insight to what and where. Mere stories and fables may end up more truth that you'd like to believe.
THANKS FOR READING!!
If you have any questions on how elements work, please feel free to post here!
If you have any questions on how elements work, please feel free to post here!