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Official Outfit

Elementalist

Mystic

The Outfit of the Elementalist is designed for those who master the natural elements, such as fire, ice, earth, lightning, and air. It grants the wearer the ability to channel these elements to deal damage to enemies while controlling the battlefield.

Phys. Def.

Mag. Def.

+1

Dur.

5

Resistances

Fire Ice Lightning

Weaknesses

None listed.

Official Codex

Starting arsenal

The starting weapon and gear are determined by the outfit. The wearer chooses one option from those listed below during character creation.

Main hand

Fire Scepter

INT · 1d4+1 · 15 m · Fire
Test
INT
Damage
1d4+1
Damage type
Fire
Range
15 m
Usage
Main hand
Price
60 NX
Requirements INT 2

Lightning Scepter

INT · 1d4+1 · 15 m · Lightning
Test
INT
Damage
1d4+1
Damage type
Lightning
Range
15 m
Usage
Main hand
Price
60 NX
Requirements INT 2

Storm Scepter

INT · 1d4+1 · 15 m · Wind
Test
INT
Damage
1d4+1
Damage type
Wind
Range
15 m
Usage
Main hand
Price
60 NX
Requirements INT 2

Ice Scepter

INT · 1d4+1 · 15 m · Ice
Test
INT
Damage
1d4+1
Damage type
Ice
Range
15 m
Usage
Main hand
Price
60 NX
Requirements INT 2

Telluric Scepter

INT · 1d4+1 · 15 m · Earth
Test
INT
Damage
1d4+1
Damage type
Earth
Range
15 m
Usage
Main hand
Price
60 NX
Requirements INT 2

Off hand

Grimoire

Magical attack +1
Magical attack
+1
Price
20 NX

Official Codex

Abilities

Each outfit ability can be unlocked then upgraded by level tiers, at a cost of 3 AP (Ability Points) per tier. The first two abilities are granted at level 1.

Earth Armor

Mixed Double Support MP 3 → 4

The character can summon Earth Armor giving him 5 additional temporary HP at a cost of 3 MP. The Earth Armor disappears between each rest phase (short or long).

Evolutions

LVL 2

Additional HP increases to 10.

LVL 4

The additional HP increases to 20 and the cost increases to 4 MP.

LVL 6

Additional HP increases to 30.

Chain Lightning

Combat Double Magic · INT MP 2 → 4 Range 20 m

The character unleashes lightning, dealing 1d6+1 lightning damage to a single target for a cost of 2 MP. The lightning can jump to the nearest target with a magical attack test, inflicting an additional 1d4 lightning damage, up to a maximum of 2 jumps. Jumps stop at the first failed magical attack test.

Evolutions

LVL 3

The base damage increases to 2d6+3.

LVL 5

The lightning jump damage increases to 1d6+2, and the cost increases to 3 MP.

LVL 7

The base damage increases to 2d8+3, and the cost increases to 4 MP.

Infernal Meteor

Combat Double Magic · INT MP 3 → 5 Range 20 m

The character summons an Infernal Meteor from the sky, dealing 2d4+1 fire damage to a single target for a cost of 3 MP. The impact also creates a burning area on the ground, inflicting an additional 1d4 fire damage to all targets within a 2-meter radius.

Cooldown 1 turn

Evolutions

LVL 2

The burning area extends to a 3-meter radius.

LVL 4

The damage of the Infernal Meteor increases to 2d8+5, and the cost increases to 4 MP.

LVL 6

The additional fire damage increases to 1d8, and the cost increases to 5 MP.

Incendiary Nova

Combat Double Magic · INT MP 2 → 4

The character creates an Incendiary Nova, unleashing an explosion of flames in a 8-meter radius around them for a cost of 2 MP. All characters and creatures in the area of ​​effect are affected and take 1d4+1 fire damage and catch fire, taking an additional 1d4 fire damage each turn for 1 round.

Cooldown 2 turns

Evolutions

LVL 3

The additional fire damage lasts for 2 rounds.

LVL 5

The additional fire damage increases to 2d4+1, and the cost increases to 3 MP.

LVL 7

The base damage of the Nova increases to 2d6+1, and the cost increases to 4 MP.

Ice Prison

Combat Attack Magic · INT MP 3 → 5 Range 20 m

The character creates an Ice Prison around a single target for a cost of 3 MP. The frozen target is immobilized for 1 round but also suffers 2d4 ice damage. Attacks against the frozen target are automatically successful. When the target's turn comes, it can free itself from the Ice Prison if it succeeds at a STR Test of difficulty 13.

Cooldown 1 turn

Evolutions

LVL 2

The damage increases to 2d6+1.

LVL 4

The damage increases to 2d8+2, and the cost increases to 4 MP.

LVL 6

The difficulty of the STR test to break free increases to 16 and the cost increases to 5 MP.

Elemental Ray

Combat Attack Magic · INT MP 1 → 3 Range 50 m

For 1 MP, the character can cast a ray with the element of their choice (Fire, Ice, Lightning, Earth, or Wind), dealing 1d4+1 elemental damage to a single target. Alternatively, the character can imbue an ally's melee weapon with this element without requiring a test, granting the weapon a damage bonus of 1d4+1 for its next attack.

Evolutions

LVL 3

The damage increases to 1d6+1.

LVL 5

The damage increases to 2d6+1, and the cost increases to 2 MP.

LVL 7

The damage increases to 2d8+1, and the cost increases to 3 MP.

Electric Storm

Combat Double Magic · INT MP 3 → 5

The character summons an Electric Storm, creating a lightning area within a 5-meter radius for a cost of 3 MP. All targets in the area, whose magical attack test made by the character succeeds, suffer 1d4+1 lightning damage and are paralyzed for 1 round.

Cooldown 2 turns

Evolutions

LVL 2

Paralysis persists for 2 rounds.

LVL 4

Area damage increases to 2d4+3, and the cost increases to 4 MP.

LVL 6

Area damage increases to 2d8+3, and the cost increases to 5 MP.

Ethereal Wind

Combat Attack Support

The character channels the energy of the air and regains 1d4 MP.

Limitation 1× per encounter

Evolutions

LVL 3

The character regains 1d4+1 MP.

LVL 5

The character regains 1d6+2 MP.

LVL 7

The character regains 1d8+3 MP.