Elemental
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The elemental hero fights crime with a mastery of the four elements. Earth, air, fire, and water all obey the hero's will and make them a force to be reckoned with. Just don't ask one to light a cigarette for you—they really get sick of that.
Level Attained | Skill Name | Skill Type | PP Cost | Effect |
---|---|---|---|---|
Level 1 | Proper Grounding | Buff | 1 | Increases strength, intellect, and reflexes |
Level 1 | Throw Sparks | Combat | 2 | Deals fire damage |
Level 2 | Air Shield | Buff | 3 | Increases defense |
Level 3 | Ice Bolt | Combat | 4 | Deals ice damage |
Level 4 | Groundquake | Combat | 6 | Reduces opponent to-hit and dodge chances May stun opponent |
Level 5 | Proper Hydration | Passive | 0 | Regenerate PP every turn |
Level 6 | Lightning Bolt | Combat | 8 | Deals electric damage |
Level 7 | Fire Shield | Buff | 7 | Damages foes when they hit you |
Level 8 | Stone Armor | Noncombat | 12 | Increases defense adds fire, ice, and electric resistance |
Level 9 | Tornado | Combat | 10 | Reduces opponent to-hit and dodge chances Deals damage |
Level 10 | Lifeblood Manipulation | Noncombat | 20-round(S/2) | Heals wounds |
Level 11 | Metalmorph | Noncombat | 20-round(S/2) | Can upgrade certain metals |
Level 12 | Firestorm | Combat | 14 | Deals fire damage |
Level 13 | Summon Water Sprite | Buff | 10 | Summons a sidekick |
Level 14 | The Fire Within | Passive | 0 | Increased PP capacity Increased % spell damage |
Level 15 | Sundowner Breeze | Noncombat | 30 | Increases foe toughness |
Level 16 | Not Implemented |
- Elementals' starting equipment is Ember in a Bottle, wonderbat and lightning yellow pajamas.
- Elementals are rewarded with a Thunder in a Bottle for completing the Don't Cry for Me, Zion-tina quest.
- Elementals are naturally able to breathe under water.
Classes | |||
---|---|---|---|
Elemental |
Naturalist |
Gadgeteer |
Psion |