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. Durability
5
Resistances
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
- Test
- INT
- Damage
- 1d4+1
- Damage type
- Fire
- Range
- 15 m
- Usage
- Main hand
- Price
- 60 NX
Lightning Scepter
- Test
- INT
- Damage
- 1d4+1
- Damage type
- Lightning
- Range
- 15 m
- Usage
- Main hand
- Price
- 60 NX
Storm Scepter
- Test
- INT
- Damage
- 1d4+1
- Damage type
- Wind
- Range
- 15 m
- Usage
- Main hand
- Price
- 60 NX
Ice Scepter
- Test
- INT
- Damage
- 1d4+1
- Damage type
- Ice
- Range
- 15 m
- Usage
- Main hand
- Price
- 60 NX
Telluric Scepter
- Test
- INT
- Damage
- 1d4+1
- Damage type
- Earth
- Range
- 15 m
- Usage
- Main hand
- Price
- 60 NX
Off hand
Grimoire
- 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
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
Additional HP increases to 10.
The additional HP increases to 20 and the cost increases to 4 MP.
Additional HP increases to 30.
Chain Lightning
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
The base damage increases to 2d6+3.
The lightning jump damage increases to 1d6+2, and the cost increases to 3 MP.
The base damage increases to 2d8+3, and the cost increases to 4 MP.
Infernal Meteor
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
The burning area extends to a 3-meter radius.
The damage of the Infernal Meteor increases to 2d8+5, and the cost increases to 4 MP.
The additional fire damage increases to 1d8, and the cost increases to 5 MP.
Incendiary Nova
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
The additional fire damage lasts for 2 rounds.
The additional fire damage increases to 2d4+1, and the cost increases to 3 MP.
The base damage of the Nova increases to 2d6+1, and the cost increases to 4 MP.
Ice Prison
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
The damage increases to 2d6+1.
The damage increases to 2d8+2, and the cost increases to 4 MP.
The difficulty of the STR test to break free increases to 16 and the cost increases to 5 MP.
Elemental Ray
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
The damage increases to 1d6+1.
The damage increases to 2d6+1, and the cost increases to 2 MP.
The damage increases to 2d8+1, and the cost increases to 3 MP.
Electric Storm
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
Paralysis persists for 2 rounds.
Area damage increases to 2d4+3, and the cost increases to 4 MP.
Area damage increases to 2d8+3, and the cost increases to 5 MP.
Ethereal Wind
The character channels the energy of the air and regains 1d4 MP.
Limitation 1× per encounter
Evolutions
The character regains 1d4+1 MP.
The character regains 1d6+2 MP.
The character regains 1d8+3 MP.
Other Outfits · Mystic