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Welcome to Elementals!


image of a blue'ish man-like figure that slightly looks like he could be a spirit or time elemental
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About


Quickstart Guide

Written by Stasis

This quickstart guide is intended as a primer for Elemental combat. Feel free to ask questions on the 'chat el' line and be sure to work your way through the info files.
That said, lets dive in.

INDEX

1. Preamble
2. Useful Commands
3. Progression
4. Stats
5. Skills
6. Managing NRG
7. Healing
8. Defensive abilities
9. Combat Set-ups
10. Helpful Aliases
11. Final Words


Preamble

Elementals are balanced, in part, by their extremely slow path to power. The progression through each of the 4 basic elements, and through Spirit and into Time, is punctuated by a power reset; and even once you start progressing into the Time glevels, you'll likely be well behind comparative players in other guilds. The effective power progression through Time becomes glacial, especially after unlocking emit15 . And between Plat16 and re-unlocking the Intensity skill at T927 your gobj progression is almost entirely stagnant. It takes a lot of faith and perseverance (and time!) to push through. You'll likely be feeling a bit hard done by until you start closing in on emit16 (Plat26, T1286). So yes, top-end Elementals are forces of nature with unparalleled damage potential, but you pay for that power by slogging through a nigh endless desert of suffering.


Useful Commands: 'info' everything

Command Description
chat 'chat' followed by the guild line you wish to talk on. 'chat el' is the main chatline.
'chat el -h' for history.
e.g. 'chat el hi everyone!'.
Type 'chatlines' for every line available.
ewho to see who's online.
info access the guild help files. 'info spirit' and 'info time' for form specific powers once you get there.
powers lists the powers you have unlocked in your current form. Most powers are evoked. Check this often as you progress!
evoke The command to cast a power. Can be substituted with '='
e.g. 'evoke corpse drain' or '=corpse drain'
enhance Displays your Guild skills. 'enhance <skill>' to raise it. See also escore.
evaluate evoke to give information about an enemy. Raising the Elucidation skill provides even more information.
emit this is your guild attack. You start at 'emit 1' and every 10 guild levels you unlock a stronger emit. i.e. 'emit 2' at size 11; 'emit 3' at size 21, etc. You need to manually increase your emit output. Once you reach your 3rd form you gain an additional emit level, i.e. start with emit 2 and reach emit 11 at glv 91.
rebuild evoke to heal your health using your spell points.
energy drain evoke to drain energy (NRG, GP1) from the creature you're currently fighting. Enemies have a pool of NRG available to draw from at will.

Note that energy refers to almost everything in elementals. We use "NRG" for GP1 i.e. the resource we use to fuel our emit and some powers. And "energy" for the resource we use to advance skills and relates to our size/guild level.

[Note that 'info energy drain' is an outdated file and enemies are now drainable at will until empty]
corpse drain evoke to recover NRG from a corpse.

[Note that 'info corpse drain' isn't yet updated to show that the elemental also gains NRG]
escore Your guild stats. Also escore2.
pstats Additional combat related information. Also pstats2.


Progression

You start your journey as a size 1 Water Elemental (you can choose a different form to start with if you wish).

Your goal is to reach size 100 in each of the basic forms (earth, air, fire, water) to unlock the MEGA form. You can then immediately begin a guild quest to unlock Spirit form.

The "Prismatic Emission" gquest becomes available at Spirit size 99 and is required to advance to size 100. This unlocks the Prismatic Emission power.
(Revisit the Triad and look to the west for your path.)

At Spirit size 105 you complete another gquest to unlock Time, which is where the true path to elemental power begins!

Check 'info choosing' and 'info shift'.

Guild XP (energy, gxp) is gained through combat and is directly tied to your emit level. Earlier forms were buffed by a gxp multiplier, but at base, emit 1 = 1 gxp,.. emit 16 = 16 gxp.

Note that our Emit is our weapon. Wielding anything else will deactivate it.

Providing you're at your maximum available emit level then you're making the maximum possible amount of gxp/round. (Check more info about EEC in the skills section.)

You'll find your Guild levels coming thick and fast! Remember to manually increase your Emit every 10 glvs. And check 'powers' to see what's being unlocked.

At size 100 head back to the Guild Temple and 'shift' into your next form (info shift).

Note that you lose previously unlocked powers until you gain sufficient size in the new form. You're essentially starting fresh learning to master a new form.

On your 3rd form you gain an additional level of emit, i.e emit 2 at size 1, emit 3 at size 11, etc.



Stats

Stats are quite straightforward providing you adhere to the wis:cha and dex:str ratios (2:1).

Strength must be no less than 50% of your Dexterity.
Charisma must be no less than 50% of your Wisdom.

These ratios are absolute priority. Think of Cha and Str as support stats - they're required to get the full effect of the hero stat. If you cheap out on Cha your 'thrust' stat (on escore2) will plummet, greatly diminishing your damage.

Wisdom: +Damage
Dexterity: +Defense

Constitution: provides 12 HP per point. It essentially dictates how much damage you can take in a round before dying. As your 'rebuild' will top you back to full every round if you have it set up correctly.

Intelligence: provides 3 SP per point. Note that escalating costs eventually favour using 'advance sp' (Max SP on your 'stats' screen) rather than INT to increase SP. SPs are converted to HP via 'rebuild' so it's your main tanking stat once you have enough CON to avoid being blicked.

STR and CHA exist as support stats as mentioned above.

Example stat allocation at lvl 80:

Str: 40 Dex: 80 Wis: 90 Int: 60 Con: 111 Cha: 45

(See info FAQ for more details.)

Thrust (info thrust) shows the effect of emit output, stats, intensity, and more intangible factors on your damage potential.



Skills

Skills have two functions: they enhance some aspect of your character; and they serve to unlock other skills.

The effect of skills can generally be deduced via the info file.

Control directly affects your Energy Emission Competency (EEC) stat in escore2 (info eec), and keeping EEC at 100% is generally considered priority #1. You get no Energy (gxp) on the rounds that EEC fails ("emit weakly").

Some skills are especially valuable for what they unlock. Prior to recent energy drain upgrades, Manifestation was extremely useful as it lowers the NRG cost per combat round. That function is less critical now, however it unlocks Vinculum, which is a skill unlocking champion, so shouldn't be overlooked.

I'd advise working on Control during your 1st form to keep your EEC at 100% (note that it's relative to your Emit level). 2nd form you're back to Emit 1 so EEC will be maxed and you're free to branch out into more interesting skills. You'll be revisiting it end of 3rd form when you reach Emit 11 (and so on until 16). Control is an unlock champion as well though, so it's a good one!

You can choose to invest more in damage via Intensity, or more defense via Resistance and Cohesion, or unlock the cheapest as you go. You're fairly free to pick and choose depending on your playstyle.

Note that Manifestation, Continuance, and Efficacy all affect your NRG. And you'll run into NRG issues sooner than later if you ignore them.

Some unlocks are more obvious, like Intensity unlocking Blast. Other are less so, like Vortex eventually unlocking more Cohesion.

It should be noted that you can't go too wrong in the long term. Provided that you don't go nuts on Finesse or Blast. Once you're working your way through the Time form you'll have most things capped, and will be working on an unlock pattern like every Time Elemental before you.

Ok, some combat basics before you head out:

Firstly, we damage enemies using our 'emit'. The damage types we can do depend on our current Form, i.e. Water can do ice and acid dtypes.

We switch dtypes using 'resolve' (info resolve). 'evoke evaluate' can help determine which dtypes your target is weakest against.

Note that wielding a weapon deactivates your Emit. So you get no energy (GXP) and probably do a LOT less damage.

Secondly, wear a lot of armour. Check 'info equipment'. We can wear equipment in all slots including shield, and you should try to fill em. There's the guild donation shop (info map), feel free to grab anything you find useful from there. Else, there's a wide world of equipment out there waiting to be found!

The 2.0 Spirit set (with the {radiant} suffix) is a recommended and relatively available set of gear to keep an eye out for i.e. Cloak of the Spirit {radiant}.


Example skills at the end of 2nd Form with a focus on +damage:

Manifestation 2/3(200000)
Control 100/110(30000)
Resistance 10/10(-)
Resolve 39/50(29750)
Efficacy 9/14(47500)
Elucidation 0/11(450)
Equipollence 0/20(250)
Finesse 0/9(103182)
Continuance 11/100(1750)
Cohesion 5/5(-)
Vortex 0/50(500)
Intensity 43/44(80250)
Blast 0/34(1500)
Vinculum 0/5(2500)
Focus 6/10(18250)




Managing NRG (our GP1 resource)

[Note that 'info energy drain' and 'info corpse drain' are out of date. Refer to this file until they're updated]

NRG is the reserve we draw from to power our emit, and also a few other powers like barrier and element shield.

Emit costs 1 NRG per emit level, i.e. emit 5 = 5 NRG/rnd. If you run out of NRG you're no longer able to emit. Luckily we have a few ways to replenish our reserves.

Primarily we restore NRG via 'energy drain' in combat. Enemies have a pool of available NRG to draw upon, enabling 'evoke energy drain' to be used at will until that pool is depleted. The Efficacy skill seems to increase the size of that NRG pool. Larger mobs (usually) have more available NRG to draw from.

Manifestation has a direct effect on NRG cost and you'll find the Continuance skill and certain stats increase the size of your NRG reserves.

Elementals can also use 'evoke corpse drain' to recover NRG from a corpse. Might be useful to carry a coffin full of corpses for emergency NRG heals if you find yourself running into issues.

The Mud mskill 'reflex' is a useful way to trigger energy drain [reflex gp1 <60% evoke energy drain]. And the optional VAF 'ktrig' also allows energy drain to trigger one final top-up as the enemy dies.

More on this in the "Combat Set-ups" section below.



Healing

Elemental's hit point (HP) healing power is 'rebuild' (info rebuild).

Note that you can only rebuild once per round, so ensure you have sufficient HP to survive!

Keep an eye on your SPs. Once they're depleted you can no longer heal.

SP can be recovered using a Form specific regenerative power: earth tap; the four winds; tidal wave; heat wave; and soul wave.

After size 50, the ability 'mental depletion' can draw SPs directly from an enemy. This later unlocks at size 25 (info mental depletion).

The ability 'trap the soul' (size 38) creates a soul gem that can be released for a defensive barrier and SP heal. You're encouraged to 'combine' these gems to increase the effect. (info trap the soul.)

Once you've mastered 3 forms you can use 'natural convergence' (NC) for a full SP heal once per mental reset. You eventually unlock a 2nd NC. (info natural convergence.)

Goes without saying that SP regen items and outside SP healing sources are extremely beneficial for Elementals.

It's very useful to automate rebuild. There's a variety of methods available to do this:

The mud skill 'repeat' (help repeat), 'repeat combat/evoke rebuild'

You can 'evoke preservation' (info preservation), 'evoke preservation as 400 evoke rebuild'

Mud mskill 'reflex' (help reflex), 'reflex add hp <90% evoke rebuild'

Mud skill 'panic' (help panic), 'panic evoke rebuild/90%'

For maximum protection it's recommended to rebuild every combat round regardless of incoming damage, using the repeat method (or perform), but there are efficiencies around rebuilding below 100% to allow HP regen items and outside healing to land.



Defensive Abilities

Armour is extremely beneficial and it's recommended to wear as much as possible! (info equipment.)

'Solidify' is a powerful defensive ability that draws from your stored Link Energy (shown on escore). I'd recommend using it as much as possible. Link energy may appear to be a valuable resource to hoard, but the reality is it's entirely useless unless you're using it. And its main purpose is to power solidify. Other abilities like 'element shield' draw on it as well, but 99% of link will likely be spent on solidify.

'Element shield' is a powerful 2x per week defensive cooldown that totally blocks damage from one dtype (damage type) only. e.g. 'evoke element shield as fire'. Familiarize yourself with the info file before use!

'Barrier' is generally not recommended to use as the damage mitigated is very low and the energy cost quite high. Feel free to experiment however.

'Diffuse' is not recommended either. Not only is the damage mitigation low, it also lowers your damage significantly.

'Condense' is interesting but you may struggle to find a practical use for it.

'Disperse' is our peace ability. It's a last resort.

So gear up and attack something! -> Remember, no weapons

Provided you've automated your rebuild and energy drain, and assuming whatever you attacked can't blick you in one round, life and death will be almost entirely contingent on your spell points.



Combat Set-ups

I find reflex (help reflex) extremely useful to manage my SP and energy drain mudside. You'll need to find the percentages that work for your current HP/SP maxes.

SP:
5% : "evoke natural convergence"
80% : "evoke tidal wave" (use your current form power)
85% : "evoke mental depletion"
GP1:
60% : "evoke energy drain"
Repeat (help repeat) is a great place to put your rebuild:
repeat combat/evoke rebuild Repeating in combat: evoke rebuild
Repeating occurs at the very beginning of your round.
Also the ktrig vaf (help ktrig) is very useful allowing:
evoke trap the soul
evoke energy drain
to fire in the final round of combat.

The elemental ability 'preservation' provides another space for a HP triggered ability. As does the mud command 'panic'. Things like 'release soul' (info trap the soul) or 'hmheal' (help hmpowers) work well here.

'Perform' is another guild-side ability to automate commands, but mostly redundant these days as we have Repeat and Reflex.

An example of using perform to auto heal (requires both aliases):

alias autoheal evoke perform as combat evoke rebuild:9999,autoheal
alias .login autoheal (help login)

I personally don't use perform. And have my preservation set as a low-health emergency 'release soul' (info trap the soul).



ALIASES YOU MAY FIND USEFUL


Helpful Aliases
(also see help alias)
 Syntax: 'alias el chat el' allows 'el hi everyone!'
Alias Definition
el chat el
elh chat el -h
vl vlist
pv put $* in vortex 'pv sword'
tv take $* from vortex 'tv sword'
cb evoke create blast
ab activate blast
bl give blast to
db dispose blast
ed evoke energy drain
cd evoke corpse drain
rr evoke rebuild
sol evoke solidify
eval evoke evaluate ← 'eval goblin'
ee evoke equipollent
ew evoke tidal wave ← form specific SP regen power
md evoke mental depletion
nc evoke natural convergence
tt evoke trap the soul
cg combine gem 1 with gem 2
rr release soul
wc wrap corpse ← coffin commands. Acquire one from the Pinnacle morgue <dmap pinc>
uw unwrap
ls lineofsight (see help lineofsight)
gl glimpse (see help glimpse)
att evoke attenuate at
es escore
es2 escore2
ps pstats
ps2 pstats2



Final Words

That's hopefully comprehensive enough to cover the essentials!

You may find the resets between the Forms frustrating, but it's a core theme of the Guild that you're shifting to an entirely unfamiliar form and have to master it. And once you get beyond the basic forms you'll realize it was a blink of an eye in the grand scale of things.

Be prepared for progression to slow once you hit Spirit 100, it's the 1st real obstacle to grind through. Progression speeds back up at Time, although Time is eternal and it's a long road to unlock its true potential.

We're glad to have you onboard!



Skills and Powers


Skills


Manifestation

Skill Description:
Increasing your manifestation will allow you to emit at a given power level for less energy cost.



Control

Skill Description:
Control is a measure of how well an elemental has mastered his ability to manipulate his environment. Having a low control could have deadly consequences.



Resolve

Skill Description:
The resolve skill (and associated 'resolve' power) allow you the ability to choose the type of damaging energies that you will emit while in combat.

The following types of energy are valid for the 'resolve' power:

- slashing
- crushing
- fire
- ice
- acid
- shocking
- mental
- magical
- toxic
- radiation

Certain forms do not have access to certain types. You must experiment to see which types you can choose.

The resolve skill affects how consistent you can keep up the damage energy you have requested. With a low skill you will frequently fall into the standard damage energy for your form (which is a cycling type).

The resolve skill also affects how many preservation actions that can fire per combat round. This will likely only affect an elemental during combat with multiple foes.

The resolve power works as such: evoke resolve with <type>

e.g. evoke resolve with fire
also: evoke resolve with clear <this will clear your resolve type>



Intensity

Skill Description:
The intensity skill improves your ability to harm and thus destroy your opponents. The higher your skill, the faster you will dispatch your enemies.



Vortex

Skill Description:
Training your vortex skill increases the size of the opening you can create to your elemental home plane. The size of this opening determines how many items you can store on your home plane for easy retrieval.



Continuance

Skill Description:
Improving this skill will enable you to last longer in combat as it increases your energy maximum.



Resistance

Skill Description:
Training this skill allows the elemental to better control the amount of destructive force that his form is taking. The higher your resistance skill, the less physical damage you will take. This skill also affects your barrier power, allowing it to block more negative energy.



Cohesion

Skill Description:
When this skill is improved, an elemental is better able to draw upon the elements of his home plane and rebuild his form from them.



Efficacy

Skill Description:
As a creation of the elemental plane, you need to replenish your energy using the energy of your foes. This process is painstaking and not easily mastered. Training your efficacy improves your ability to perform this complicated process with more accuracy.



Blast

Skill Description:
Training this skill improves the strength of your blasts, it also increases the amount of time you are allotted for giving the blast to a target creature.



Elucidation

Skill Description:
Training this skill improves your ability to judge a monster's strengths and weaknesses. The higher your elucidation skill, the more accurate and thorough you will be.


You call out to the elements and to your elucidation talents to help you evaluate the strengths and weaknesses of The Queen of Hearts.

-> This card attacks like a BS Insta-Killer (rank 17)
-> This card defends like a skyscraper.
-> This card could withstand you, your mom, and her BS army boots.
-> This card has potential for abnormal damage types.
-> This card has potential for special attacks.
-> This card hunts.
-> This card wanders.
-> This card has the potential for magical attacks.
-> This card is evil.
-> This card seems to be least susceptible to crushing attacks.
-> This card seems to be most susceptible to mental attacks.
-> This card's other defenses relative to crushing are:

WMT Note: info elucidation and you'll be able to see a meter for each damage type.



Vinculum

Skill Description:
Training this skill improves your ability to link and draw energy from your home plane. Your power to siphon energy will also be affected by this skill.



Equipollence

Skill Description:
This skill defines how well you are able to achieve equipollence, your ability to strike multiple foes in a single battle round.

The higher this skill, the more effectively you will dispatch your multiple adversaries.



Focus

Skill Description:
This skill affects your ability to concentrate on your home plane while evoking a tap into it. (such as heat wave, earth tap...) The higher this skill, the better chance you will be able to move without disturbing it, and the higher the potential for longer duration.




Powers


About Powers

The following powers can be 'evoke'd : (you should info each one)

create blast, rebuild, preservation, perform, siphon, evaluate, energy drain, attenuate, consult, link, equipollent, obfuscate, barrier, ewrite, natural convergence, diffuse, disperse, engulf, enshroud, corpse drain, vortex transference, element shield

Form Powers:

Earth : pet rock, stone roots, mud head, earth tap

Fire : heat wave, flare

Air : the four winds, fly

Water : tidal wave



create blast

Power Description:
This power truly reflects the raw force of the elemental. With this, the elemental packs together a large mass of his environment into a very small space, creating a very dense and extremely unstable mass of elements. Once created the blast may be activated and given to whomever the elemental desires. After 10 seconds(or less), the blast releases all of its energy in a enormous explosion, tearing to shreds whomever is unlucky enough to be holding it at the time.

Because blasts are so unstable, their life-span before being activated is not unlimited. Not unlike a dying star, an unstable blast will eventually collapse upon itself and then explode in giant supernova fashion, most likely killing whatever unfortunate elemental is carrying it at the time.

Syntax:
To make a blast: evoke create blast

To activate a blast: activate blast (then give blast to mob) If your blast skill is high enough, you can choose how long a blast will be active for: activate blast &<# of seconds>

Note: Once a blast is created, you can remove the enormous kaboom message by typing 'despam'

See Also: skills, powers

This power is gained at Size 25 and costs 0 energy to use.



rebuild

Power Description:
An elemental uses this power to convert mental energy into physical health.

Syntax:
evoke rebuild

Note: As an elemental advances the ratio of healing to cost improves.

This power is gained at Size 1 and costs 0 energy to use.



preservation

Power Description:
Preservation is an elemental's best friend. Use this power to perform a command when your hit points drop below a certain level.

Syntax:
evoke preservation as (# of hps) (command)
evoke preservation as clear (clears your preservation)

Example:
evoke preservation as 200 drink potion

This power is gained at Size 1 and costs 0 energy to use.



perform

Power Description:
Perform is a command that lets an elemental set of string of actions that they will execute every round.

Syntax:

To perform commands every round:

evoke perform as (command 1),(command 2),(command 3)...etc

To perform commands only in combat:

evoke perform as combat (command 1),(command2),(command 3)...etc

You can also evoke perform as (command):X to repeat the same command for the next X rounds. (this works for both combat and the regular perform).

Example:
evoke perform as kick kintax:99
evoke perform as clear (clears your perform)

This power is gained at Size 1 and costs 0 energy to use.



siphon

Power Description:
As an elemental spends more and more energy he creates a reserve from which he can draw extra energy from when he needs it. This is one of the few ways an elemental may regain energy out in the field.

Syntax:
evoke siphon (this toggles the power on and off)

See also : skills

This power is gained at Size 1 and costs 0 energy to use.



evaluate

Power Description:
When exploring the realms, elementals often desire knowledge about a potential foe in order to avoid fights they might not survive. With this power the elemental is able to analyze the components of a foe to determine vital information about its power.

Syntax: evoke evaluate at (monster)

Example: evoke evaluate at undead knight

See Also: powers, skills

This power is gained at Size 1 and costs 0 energy to use.



energy drain

Power Description:
This command allows the elemental to drain from a living creature the basic elements that give him/her power.

Syntax: evoke energy drain [on <living creature>]

See also : evoke

This power is gained at Size 1 and costs 0 energy to use.



attenuate

Power Description:
This power allows you to stretch yourself out over a distance, stretching a portion of yourself even into the next room. From this extension you can view the contents of the new environment.

Syntax : evoke attenuate at <direction>
e.g. : evoke attenuate at east

See Also: powers

This power is gained at Size 40 and costs 10 energy to use.



consult

Power Description:
With this power you can tap into the wealth of knowledge collected over all of history. With this you can create a direct link to the Astral Encyclopedia and gain information about weapons, armors, creatures, etc...

In order for you to gain insight into a creature or object, it must be present or in the room with you.

Syntax : evoke consult at <object/monster>

See Also: powers, scribe

This power is gained at Size 5 and costs 1 energy to use.



equipollent

Power Description:
This will toggle your attempts at equipollence.

Syntax: evoke equipollent

See also : powers, equipollence, skills



obfuscate

Power Description:
This power allows the elemental to alter his/her form from the standard appearance. Once obfuscated, no one will recognize who you are. Confuse your friends and neighbors, it's great fun. Obfuscating requires energy to maintain, as you are in a form not natural to your being. One energy per round will be drained while your appearance is altered. To return to your normal appearance just evoke this power again.

Syntax: evoke obfuscate

See Also: powers

This power is gained at Size 5 and costs 0 energy to use.



barrier

Power Description:
The barrier power sets up an energy barrier from your home plane that surrounds your physical form. This barrier will counter all forms of negative energy (damage) using some of your internal energy. The barrier isn't very strong, but it is helpful. Be wary of your energy drain during the barrier.

NOTE: The energy cost of the barrier power is considered 'wasted' energy. You will get no 'used energy' from the loss you see.

Syntax: evoke barrier

See Also: powers

This power is gained at Size 1 and costs 5 energy to use.



ewrite

Power Description:
This simple power allows an elemental to scrawl a small message into the ground or air using elements from their home plane.

Syntax: evoke ewrite as <message>

This power is gained at Size 1 and costs 1 energy to use.



natural convergence

Power Description:
As an elemental grows stronger and more versed in the elemental energies they start to become one with nature. Their understanding expands and they are more at peace with all living things. Through this inner peace and strength, the elemental can call forth the very essence of nature to surround and permeate his or her being. By tapping into this pure energy the elemental can replenish his own healing powers. This power is available only to Adepts and above.

When evoked, this power will restore the elemental's spell points to full. This ability can be used but ONCE per mental reset due to its power and the effect it has on the elemental.

Cost : 5000 Link Energy (reduced for high Focus) AND 10 energy

Syntax : evoke natural convergence

See Also: skills

This power is gained at Size 11 and costs 10 energy to use.



diffuse

Power Description:
You can reduce the density of your corporeal form making it harder for enemies to damage you. When you do this, a portion of your physical form is sent back to your home plane. In this form you will do less damage but will sustain fewer wounds as well.

In addition to the above mentioned effects, while you have diffuse on your consistency will never rise above 50%. If you are above 50% when you turn it on, it will drop to 50%. It will still drop normally in combat as well.

Syntax: evoke diffuse [as off]

This power is gained at Size 15 and costs 12 energy to use.



disperse

Power Description:
An elemental can opt to disperse his elements, in a sudden explosion across the room. This shocking, and somewhat brilliant display, is usually enough to convince any foe that the elemental has been sent to the grave. As such, the monster is likely to stop his assault completely leaving you the chance to slowly rebuild on the ground where you stood.

In executing this power, you are dispersing your entire form, meaning that your consistency will go straight to 0. If you fail to convince the creature of your demise, that likely means that you didn't explode quite so effectively, and your Consistency only drops to half of its current. It requires at least 20% consistency to evoke this power, and it also costs 100 link energy.

Note: This is a Master only power

Syntax: evoke disperse

See Also: powers

This power is gained at Size 0 and costs 0 energy to use.



engulf

Power Description:
This allows you to wrap a part of yourself around a target creature, forming a focal screen of elements. Any attacks made on the creature while you are so applied will cause damage the same as your resolve (or appropriate to your form.)

If you are alone, this obviously is of no use.

The engulf is broken when the creature dies or if you leave the room for more than 5 seconds. Similarly, since this tether is a strong bond between you, the creature, and your home plane, if you toy with those links (by recovering) the engulf will be broken.

Cost: 2 energy/round (5 energy/combat round)
20 - 100 link energy/round (depending on size)
1 engulf

Syntax: evoke engulf [on <critter>]

See also : powers, engulf quest

This power is gained at Size 1 and costs 0 energy to use.



Enshroud

Power Description:
The elemental energies can be harnessed into a shower of mists that enshroud an object, enhancing its natural protection or imbuing it with a new one. The extended protection is not a permanent fixture upon the armour, and the duration and strength will vary depending on various attributes of the one evoking it.

Cost : 500 Link Energy AND 100 energy

Syntax : evoke enshroud on <armour> with <element>

Time Elementals gain the ability to enshroud a specific resolve type. Thusly for them, the syntax is as follows:

Syntax : evoke enshroud on <armour> with <resolve type>

Notes - Some armors do not contain enough physical mass for the enshroudment.
- The physical nature of earthen granules will not adhere themselves to an armour.

See Also: skills, resolve
This power is gained at Size 65 and costs 100 energy to use.



Corpse drain

Power Description:
This command allows an elemental to absorb the remaining life energy from a slain opponent and add it to the power of the Triad. The elemental's energies are replenished in the process.

Syntax: evoke corpse drain (with a corpse present)

See also : evoke
This power is gained at Size 1 and costs 0 energy to use.



Vortex Transference

Power Description:
Having become intimately familiar with the layout and paths through the elementals planes, an elemental may actually extend their control outward to make a bridge to the vortex of another elemental and transfer an item there.

Syntax: evoke vortex transference at <item> to <elemental>
(Item must be present in your vortex.)

Notes: Due to the concentration required to use this power, if either elemental moves during the transference, the item will be lost forever in the drifts of the elemental planes. This will also fail if spurred into combat.

No elemental can send an item to a player in an area that cannot be teleported to.

The target elemental must have room in their vortex for an additional item.

You may only transfer items to a vortex of a form that you have knowledge of.

You are able to send and receive items from the Guild Apex.

Cost : 200-1000 Link Energy (more for bigger items and reduced for high Vortex Skill) AND 50 energy

See Also : skills, powers, vortex This power is gained at Size 71 and costs 50 energy to use.



element shield

Power Description:
This command allows the elemental to call forth a shield to block him COMPLETELY from a single damage type for a limited amount of time. Due to the paramount effectiveness of this power, an elemental is only able to call forth such a shield but two times per week. The types of damage that an elemental can become immune to depends on his current form.

Cost : 1000 Link Energy per round AND max emit energy per round

Syntax: evoke element shield as <damage type> OR
evoke element shield as off OR
evoke element shield
NOTE: Using the last method of evoking the power will use your resolve type.

See also : evoke

This power is gained at Size 1 and costs 0 energy to use.



pet rock

Power Description:
This power creates a pet rock with a personalized message. Once you have a pet rock, you can send it to anyone on the mud to relay your message. Only earth elementals may use this power.

Syntax: evoke pet rock as <message>

Once you have made the rock, look at it for more details.

See Also: powers



stone roots

Power Description:
With this power an Earth Elemental can call forth the very earth to reach up and grasp the target creature. The creature will be severely slowed if mobile. If the creature is not mobile, this power will have no effect.

Syntax : evoke stone roots

See also : powers



mud head

Power Description:
An Earth elemental using this power can call forth a minor earth elemental from his home plane to stand fast in the room he is in. This minor earth elemental will remain motionless, examining his surroundings and reporting any change in them to his creator.

Furthermore, the creator can request a mental link with his minor companion to view the room he is located within.

Syntax: evoke mud head
evoke mud head as link
evoke mud head as reclaim

See also : powers



earth tap

Power Description:
Digging deep into the earth itself, the elemental can use this power to suck the vital energies of the subterranean world to heal his mind. Only earth elementals may use this power.

Syntax: evoke earth tap

See Also: heat wave, tidal wave, the four winds



heat wave

Power Description:
Using this power, an elemental calls hellish flames into the room from which he/she draws power to rejuvenate his mind. This power can only be used by fire elementals.

Syntax: evoke heat wave

See Also: earth tap, the four winds, tidal wave



flare

Power Description:
Using this power a Fire elemental can alter the amount of light they produce at the cost of energy per ROUND. Anything over a light intensity of 1 will cost, light level 1 remains free.

Syntax: evoke flare as <level>



the four winds

Power Description:
When an elemental calls this power, the four cardinal winds converge at his location, creating a massive tornado. An elemental taps the power of this force of nature to rejuvenate his mind. This power can only be used by air elementals.

Syntax: evoke the four winds

See Also: heat wave, tidal wave, earth tap



fly

Power Description:
This power allows the Air Elemental to fly at will. Your default mode of travel however is walking, so be sure to 'evoke fly' when you wish to no longer walk. To stop flying just evoke this power again.

Syntax: evoke fly

See Also: powers



tidal wave

Power Description:
With this power, the elemental focuses the chaotic energies of the ocean to aid his mind. Only water elementals may use this power.

Syntax: evoke tidal wave

See Also: powers

This power is gained at Size 51 and costs 1 energy to use.




Spirit Form


About Spirit Form

Spirit Power Description:
The following powers can be 'evoke'd : (you should info each one)

astral projection, soul gem, ethereal grasp, soul wave, minds eye, astral cloud, dissipate, self illumination, channel

See also: powers

NOTE: To see info files for spirit, you must precede them with 'spirit'. e.g.: info spirit astral projection



astral projectin

Spirit Power Description:
Using this power you can project yourself into a location such that you can view that location and all who travel past it without concentration.

Syntax: evoke astral projection
evoke astral projection as link
evoke astral projection as reclaim

See also : powers



soul gem

Spirit Power Description:
A soul gem is an object of pure power. Summoned forth from the astral plane, it represents all the nightmares, fears, and torments of the mortal soul. When placed upon an unfortunate victim it has the tendency to release its power in a manner that destroys the targets' will to live, weakening them significantly and sometimes outright killing them.

Because soul gems are so unpredictable, their life-span before being activated is not unlimited. Not unlike a dying star, an unstable gem will eventually collapse upon itself and then explode in giant supernova, most likely killing whatever unfortunate elemental is carrying it at the time.

Syntax:
To make a gem: evoke soul gem

See Also: skills, powers



ethereal grasp

Spirit Power Description:
With this power you can call forth ethereal tendrils to grasp your opponent and slow it down dramatically. Although it does not stop the creatures movement, it is quite a deterrent.

Syntax : evoke ethereal grasp

See also : powers

This power is gained at Size 1 and costs 20 energy to use.



soul wave

Spirit Power Description:
Using this power, an elemental calls to the realm of life, nature, and the force that binds all living things to slowly rejuvenate his mind.

Syntax: evoke soul wave

See Also: earth tap, the four winds, tidal wave, heat wave

This power is gained at Size 1 and costs 1 energy to use.



minds eye

Spirit Power Description:
This allows you to picture in your mind the surroundings of a distant location. With clarity of thought you can easy push your vision into the next room.

Syntax : evoke minds eye at <direction>
e.g. : evoke minds eye at east

See Also: powers

This power is gained at Size 1 and costs 10 energy to use.



astral cloud

Spirit Power Description:
See 'info pet rock'

Syntax : evoke astral cloud

See Also: powers



dissipate

Spirit Power Description:
This is a dangerous, but useful power. It allows you to separate your form into a transparent mass of energy, making you virtually invisible. However, should your link energy be completely consumed while in this form, you will die. While dissipated your link energy will drain away every round. Your cohesion can reduce the rate that energy is consumed.

Syntax : evoke dissipate [as off]

See Also: powers

This power is gained at Size 1 and costs 0 energy to use.



self illumination

Spirit Power Description:
Using this power a Spirit elemental can alter the amount of light they produce at the cost of energy per ROUND. Anything over a light intensity of 1 will cost, light level 1 remains free.

Syntax: evoke self illumination as <level>

This power is gained at Size 1 and costs 0 energy to use.



channel

Spirit Power Description:
Focusing your energies inward, and through an amplifier, you can gather your energies for a massive strike. When this power is evoked your Emit level will double (or triple) but will only fire every 2nd or 3rd round. If you stop fighting, the energy stored will be lost and will have to be regained in the next battle. The damage message that is generated from this form of emission will be as if it had hit each round (and thus it'll look like a one round damage message, so don't wig).

Syntax : evoke channel as <# of rounds>

See Also: powers

This power is gained at Size 25 and costs 5 energy to use.



prismatic emission

Spirit Power Description:
Upon achieving the 100th size of Spirit Elemental you now have complete control over all the destructive elements.

Instead of commanding but a single elemental damage type at once you can emit as many or as few as you like. In addition to pouring fourth multiple types in one emit you can also set up a cycling list of types that will change each round. Lastly, while in this mode you will achieve your chosen damage type 100% of the time.

Syntax: evoke prismatic emission as [cycle:]<type>[,type][,type]...

This power is gained at Size 50 and costs 0 energy to use.

[Quest takes place within the Triad in the Temple Apex. Head west to run a gauntlet that must be overcome to progress to Spirit 100 and unlock the Prismatic Emission power. Note that entering the gauntlet forces you to drop all]




Time Form


About Time

Description:
The following powers can be 'evoke'd : (info each one of them)

time stone, age, stasis, vortex

Your goal now is to attain plateaus in addition to glevels, as those are your true signs of accomplishments. These secret ranks amongst the time elementals are a measure of how powerful you truly are.

(Note the change in your escore.)

NOTE: To see info files for time, you must precede them with 'time'. e.g.: info time age



time stone

Time Power Description:
Blah blah, you know the deal, they blow up.

Syntax:
To make a stone: evoke time stone

See Also: skills, powers, create blast, soul gem
This power is gained at Size 1 and costs 0 energy to use.



age

Time Power Description:
With this power you are able to force a creature to age, very unnaturally, causing them to grow weaker over time. A creature has a chance every round of escaping the aging process. Additionally, the aging is time limited, so even if the creature is incapable of shaking off the effects, they will eventually cease.

This power will cost 1000 Link Energy on top of other costs.

Syntax : evoke age on <creature>

See Also: powers

This power is gained at Size 2 and costs 10 energy to use.



stasis

Time Power Description:
This will dramatically slow the rotting of a recently slain corpse.

Syntax : evoke stasis

See Also: powers This power is gained at Size 10 and costs 10 energy to use.



time vortex

Time Power Description:
Your mastery over the forces of time have given you the ability to shift items around in time within your vortex. This lets you better organize your most essential supplies.

Syntax: vortex send <item> to <past/present/future>
vortex retrieve <item> from <past/present/future>

See also: time
You have trained this skill to level 52 of 52.








Extras


The HP Bar: (not customizable)

HP:504/504 C:100%  NRG:100/100(7)  SP:88/88  B:1(41%) G2N:1k

HP - Hit points
C:% - Consistency (see info consistency)
NRG - How much NRG you have.
(#) - Current Emit Level. In the example emit is 7.
SP - Spell points
B:# - Number of blasts
(%) - Percent until blast reset.
G2N - The amount of gxp needed for next size

Symbols that can appear

 '*'- Barrier is on.i.e. HP:500/500* (see info barrier)
 '#'- Diffuse is on. i.e. HP:500/500# (see info diffuse)
 '-'- You are not fully drawn. i.e. (7-) (see info draw)
 '+'- You are equipollenting. i.e. (7+) (see info equipollent)
 'S'- Solidify is on. i.e. HP:500/500S (see info solidify)

Example of escore:

You are the strong wind
Form : Air Elemental Size : 63 Next Size : 21% (9052)

 Used Energy : 165,034
 Link Energy : 3,857,958
 Energy to Spend : 58,920
 Lifetime Energy : 3,975,520

You can also shift into an Earth Elemental, size 100
You can also shift into a Water Elemental, size 100


 Manifestation : 2/3(200000)
 Control : 106/110(31500)
 Resistance : 10/10(-)
 Resolve : 40/50(30500)
 Efficacy : 9/14(47500)
 Elucidation : 0/11(450)
 Equipollence : 0/20(250)
 Finesse : 0/9(103182)
 Continuance : 11/106(1750)
 Cohesion : 5/5(-)
 Vortex : 0/50(500)
 Intensity : 44/45(82000)
 Blast : 0/34(1500)
 Vinculum : 0/5(2500)
 Focus : 6/10(18250)

Example of escore2:

Current Thrust: 2274.5 Bonus Thrust: 68.0/497.8
You may tap into your home plane 2 more times.
You may engulf 3 more times today. You have 0 soul gems.
You have the ability to enshroud 2 more armours.
You may shield yourself from any one element 2 more times this week.
You've drawn 100% of the energy required to hold corporeal form.
You will hmheal at 700 hit points.
Energy emission competency for emit 8: 100%

Guild Age : 6 days 15 hrs 20 mins 18 secs
You joined the guild on Fri Mar 11 23:18:29 2022
You were recruited into the guild by Sarge
You have donated nothing to the guild.
You have very few item donations.
You have slaughtered many for the sake of the Triad.



Guild Shop:


torch 150 coins
Bag 36 coins
a seed 75 coins
a group of seeds (10)* 750 coins
a bunch of seeds (25)* 1875 coins
a soul gem* 51 coins
soul gems (100)* 5100 coins
*Seeds used for the Channel ability
*Soul gems for Trap the Soul ability




Guild Levels

Guild level costs are listed below, which form you choose (water, earth, fire, or air) is inconsequential, though title names have been provided as an example if you chose your path to be water, earth, air, and then fire.

Note: Click on the buttons below to see guild level requirements for the various forms within Elementals:


Water


 Form 1: (gxp = emit * 200%)
Level Cost Title
  1 0 the drop of water
  2 79 the drop of water
  3 112 the drop of water
  4 150 the drop of water
  5 191 the drop of water
  6 237 the drop of water
  7 288 the drop of water
  8 344 the drop of water
  9 407 the drop of water
10 476 the drop of water
11 552 the glass of water
12 635 the glass of water
13 727 the glass of water
14 828 the glass of water
15 939 the glass of water
16 1060 the glass of water
17 1193 the glass of water
18 1339 the glass of water
19 1498 the glass of water
20 1672 the glass of water
21 1964 the puddle of water
22 2286 the puddle of water
23 2641 the puddle of water
24 3031 the puddle of water
25 3460 the puddle of water
26 3932 the puddle of water
27 4449 the puddle of water
28 5016 the puddle of water
29 5637 the puddle of water
30 6317 the puddle of water
31 7061 the large puddle of water
32 7874 the large puddle of water
33 8762 the large puddle of water
34 9731 the large puddle of water
35 10789 the large puddle of water
36 11942 the large puddle of water
37 13198 the large puddle of water
38 14566 the large puddle of water
39 16056 the large puddle of water
40 17677 the large puddle of water
41 19406 the small pool of water
42 21261 the small pool of water
43 23252 the small pool of water
44 25386 the small pool of water
45 27674 the small pool of water
46 30125 the small pool of water
47 32749 the small pool of water
47 32749 the small pool of water
48 35558 the small pool of water
49 38564 the small pool of water
50 41778 the small pool of water
51 45214 the large pool of water
52 48887 the large pool of water
53 52810 the large pool of water
54 57000 the large pool of water
55 61474 the large pool of water
56 66248 the large pool of water
57 71343 the large pool of water
58 76777 the large pool of water
59 82572 the large pool of water
60 88750 the large pool of water
61 95334 the minor mass of water
62 102351 the minor mass of water
63 109825 the minor mass of water
64 117786 the minor mass of water
65 126263 the minor mass of water
66 135288 the minor mass of water
67 144893 the minor mass of water
68 155115 the minor mass of water
69 165990 the minor mass of water
70 177559 the minor mass of water
71 189862 the large mass of water
72 202945 the large mass of water
73 216855 the large mass of water
74 231641 the large mass of water
75 247355 the large mass of water
76 264055 the large mass of water
77 281797 the large mass of water
78 300646 the large mass of water
79 320666 the large mass of water
80 341928 the large mass of water
81 369202 the enormous mass of water
82 398605 the enormous mass of water
83 430301 the enormous mass of water
84 464467 the enormous mass of water
85 501292 the enormous mass of water
86 540983 the enormous mass of water
87 583758 the enormous mass of water
88 629856 the enormous mass of water
89 679531 the enormous mass of water
90 733060 the enormous mass of water
91 790737 the wandering pond
92 852882 the wandering pond
93 919837 the wandering pond
94 991972 the wandering pond
95 1069684 the wandering pond
96 1153401 the wandering pond
97 1280160 the wandering pond
97 1280160 the wandering pond
98 1420805 the wandering pond
99 1576856 the wandering pond
100 1750000 the wandering pond

Earth


 Form 2: (gxp = emit * 150% ≈)
Level Cost Title
  1 0 the pebble
  2 101 the pebble
  3 143 the pebble
  4 190 the pebble
  5 242 the pebble
  6 300 the pebble
  7 364 the pebble
  8 435 the pebble
  9 512 the pebble
10 598 the pebble
11 692 the very small rock
12 796 the very small rock
13 910 the very small rock
14 1035 the very small rock
15 1171 the very small rock
16 1321 the very small rock
17 1485 the very small rock
18 1664 the very small rock
19 1859 the very small rock
20 2072 the very small rock
21 2431 the small rock
22 2826 the small rock
23 3260 the small rock
24 3738 the small rock
25 4263 the small rock
26 4839 the small rock
27 5470 the small rock
28 6161 the small rock
29 6917 the small rock
30 7744 the small rock
31 8647 the brick
32 9634 the brick
33 10711 the brick
34 11885 the brick
35 13166 the brick
36 14560 the brick
37 16079 the brick
38 17732 the brick
39 19530 the brick
40 21486 the brick
41 23559 the large rock
42 25783 the large rock
43 28165 the large rock
44 30717 the large rock
45 33450 the large rock
46 36374 the large rock
47 39503 the large rock
48 42848 the large rock
49 46425 the large rock
50 50246 the large rock
51 54327 the small boulder
52 58686 the small boulder
53 63338 the small boulder
54 68303 the small boulder
55 73600 the small boulder
56 79248 the small boulder
57 85271 the small boulder
58 91690 the small boulder
59 98531 the small boulder
60 105819 the small boulder
61 113582 the large boulder
62 121848 the large boulder
63 130648 the large boulder
64 140015 the large boulder
65 149983 the large boulder
66 160588 the large boulder
67 171869 the large boulder
68 183867 the large boulder
69 196625 the large boulder
70 210188 the large boulder
71 224606 the gigantic boulder
72 239928 the gigantic boulder
73 256210 the gigantic boulder
74 273509 the gigantic boulder
75 291884 the gigantic boulder
76 311401 the gigantic boulder
77 332128 the gigantic boulder
78 354135 the gigantic boulder
79 377500 the gigantic boulder
80 402302 the gigantic boulder
81 434226 the lumbering mound of earth
82 468632 the lumbering mound of earth
83 505710 the lumbering mound of earth
84 545665 the lumbering mound of earth
85 588718 the lumbering mound of earth
86 635107 the lumbering mound of earth
87 685088 the lumbering mound of earth
88 738936 the lumbering mound of earth
89 796947 the lumbering mound of earth
90 859441 the lumbering mound of earth
91 926761 the stone monolith
92 999277 the stone monolith
93 1077385 the stone monolith
94 1161515 the stone monolith
95 1252126 the stone monolith
96 1349714 the stone monolith
97 1498006 the stone monolith
98 1662539 the stone monolith
99 1845091 the stone monolith
100 2047634 the stone monolith

Air


 Form 3: (gxp = emit * 150% ≈)
Level Cost Title
  1 0 the air puff
  2 133 the air puff
  3 188 the air puff
  4 249 the air puff
  5 317 the air puff
  6 392 the air puff
  7 474 the air puff
  8 566 the air puff
  9 666 the air puff
10 777 the air puff
11 898 the small waft of air
12 1032 the small waft of air
13 1178 the small waft of air
14 1338 the small waft of air
15 1513 the small waft of air
16 1705 the small waft of air
17 1915 the small waft of air
18 2144 the small waft of air
19 2393 the small waft of air
20 2666 the small waft of air
21 3124 the large waft of air
22 3629 the large waft of air
23 4184 the large waft of air
24 4793 the large waft of air
25 5462 the large waft of air
26 6195 the large waft of air
27 6998 the large waft of air
28 7877 the large waft of air
29 8838 the large waft of air
30 9887 the large waft of air
31 11034 the small gust of wind
32 12285 the small gust of wind
33 13650 the small gust of wind
34 15137 the small gust of wind
35 16757 the small gust of wind
36 18522 the small gust of wind
37 20442 the small gust of wind
38 22530 the small gust of wind
39 24802 the small gust of wind
40 27270 the small gust of wind
41 29871 the large gust of wind
42 32656 the large gust of wind
43 35638 the large gust of wind
44 38829 the large gust of wind
45 42242 the large gust of wind
46 45892 the large gust of wind
47 49792 the large gust of wind
48 53959 the large gust of wind
49 58410 the large gust of wind
50 63162 the large gust of wind
51 68233 the billowing mass of air
52 73644 the billowing mass of air
53 79416 the billowing mass of air
54 85570 the billowing mass of air
55 92130 the billowing mass of air
56 99121 the billowing mass of air
57 106570 the billowing mass of air
58 114505 the billowing mass of air
59 122954 the billowing mass of air
60 131949 the billowing mass of air
61 141524 the strong wind
62 151713 the strong wind
63 162554 the strong wind
64 174086 the strong wind
65 186350 the strong wind
66 199391 the strong wind
67 213254 the strong wind
68 227990 the strong wind
69 243651 the strong wind
70 260291 the strong wind
71 277968 the gale force wind
72 296746 the gale force wind
73 316689 the gale force wind
74 337865 the gale force wind
75 360349 the gale force wind
76 384218 the gale force wind
77 409553 the gale force wind
78 436440 the gale force wind
79 464972 the gale force wind
80 495245 the gale force wind
81 534381 the minor tornado
82 576548 the minor tornado
83 621978 the minor tornado
84 670922 the minor tornado
85 723649 the minor tornado
86 780447 the minor tornado
87 841629 the minor tornado
88 907529 the minor tornado
89 978509 the minor tornado
90 1054956 the minor tornado
91 1137288 the full tornado
92 1225955 the full tornado
93 1321440 the full tornado
94 1424263 the full tornado
95 1534985 the full tornado
96 1654208 the full tornado
97 1836179 the full tornado
98 2038101 the full tornado
99 2262158 the full tornado
100 2510778 the full tornado

Fire


 Form 4: (gxp = emit)
Level Cost Title
  1 0 the candle flame
  2 173 the candle flame
  3 244 the candle flame
  4 323 the candle flame
  5 411 the candle flame
  6 507 the candle flame
  7 614 the candle flame
  8 732 the candle flame
  9 862 the candle flame
10 1005 the candle flame
11 1162 the torch flame
12 1334 the torch flame
13 1522 the torch flame
14 1729 the torch flame
15 1955 the torch flame
16 2202 the torch flame
17 2472 the torch flame
18 2766 the torch flame
19 3088 the torch flame
20 3438 the torch flame
21 4028 the small camp-fire
22 4678 the small camp-fire
23 5392 the small camp-fire
24 6176 the small camp-fire
25 7036 the small camp-fire
26 7978 the small camp-fire
27 9010 the small camp-fire
28 10138 the small camp-fire
29 11373 the small camp-fire
30 12721 the small camp-fire
31 14193 the large camp-fire
32 15799 the large camp-fire
33 17550 the large camp-fire
34 19458 the large camp-fire
35 21537 the large camp-fire
36 23799 the large camp-fire
37 26262 the large camp-fire
38 28939 the large camp-fire
39 31851 the large camp-fire
40 35014 the large camp-fire
41 38325 the small bon-fire
42 41870 the small bon-fire
43 45661 the small bon-fire
44 49715 the small bon-fire
45 54049 the small bon-fire
46 58679 the small bon-fire
47 63625 the small bon-fire
48 68906 the small bon-fire
49 74542 the small bon-fire
50 80556 the small bon-fire
51 86970 the large bon-fire
52 93810 the large bon-fire
53 101101 the large bon-fire
54 108871 the large bon-fire
55 117150 the large bon-fire
56 125968 the large bon-fire
57 135358 the large bon-fire
58 145354 the large bon-fire
59 155994 the large bon-fire
60 167316 the large bon-fire
61 179361 the geyser of flame
62 192173 the geyser of flame
63 205798 the geyser of flame
64 220284 the geyser of flame
65 235683 the geyser of flame
66 252050 the geyser of flame
67 269442 the geyser of flame
68 287921 the geyser of flame
69 307550 the geyser of flame
70 328398 the geyser of flame
71 350537 the billowing mass of fire
72 374044 the billowing mass of fire
73 398999 the billowing mass of fire
74 425488 the billowing mass of fire
75 453601 the billowing mass of fire
76 483433 the billowing mass of fire
77 515087 the billowing mass of fire
78 548667 the billowing mass of fire
79 584289 the billowing mass of fire
80 622069 the billowing mass of fire
81 671139 the enormous conflagration of flames
82 724004 the enormous conflagration of flames
83 780955 the enormous conflagration of flames
84 842303 the enormous conflagration of flames
85 908386 the enormous conflagration of flames
86 979564 the enormous conflagration of flames
87 1056228 the enormous conflagration of flames
88 1138797 the enormous conflagration of flames
89 1227720 the enormous conflagration of flames
90 1323483 the enormous conflagration of flames
91 1426609 the red dragon's breath
92 1537658 the red dragon's breath
93 1657235 the red dragon's breath
94 1785990 the red dragon's breath
95 1924623 the red dragon's breath
96 2073886 the red dragon's breath
97 2302771 the red dragon's breath
98 2556821 the red dragon's breath
99 2838801 the red dragon's breath
100 3151778 the red dragon's breath

Spirit


 Form Spirit: (gxp = emit)
Level Cost Title
  1 0 the distant thought
  2 10392 the distant thought
  3 10556 the distant thought
  4 10742 the distant thought
  5 10953 the distant thought
  6 11192 the distant thought
  7 11462 the distant thought
  8 11767 the distant thought
  9 12110 the distant thought
10 12496 the distant thought
11 12928 the spark of life
12 13412 the spark of life
13 13953 the spark of life
14 14558 the spark of life
15 15232 the spark of life
16 15983 the spark of life
17 16820 the spark of life
18 17750 the spark of life
19 18784 the spark of life
20 19932 the spark of life
21 21715 the waking dream
22 23701 the waking dream
23 25908 the waking dream
24 28357 the waking dream
25 31074 the waking dream
26 34083 the waking dream
27 37413 the waking dream
28 41095 the waking dream
29 45161 the waking dream
30 49650 the waking dream
31 54599 the spirit of the trees
32 60054 the spirit of the trees
33 66062 the spirit of the trees
34 72674 the spirit of the trees
35 79947 the spirit of the trees
36 87941 the spirit of the trees
37 96725 the spirit of the trees
38 106371 the spirit of the trees
39 116959 the spirit of the trees
40 128574 the spirit of the trees
41 139215 the spirit of the animal
42 150490 the spirit of the animal
43 162430 the spirit of the animal
44 175071 the spirit of the animal
45 188449 the spirit of the animal
46 202602 the spirit of the animal
47 217570 the spirit of the animal
48 233394 the spirit of the animal
49 250118 the spirit of the animal
50 267788 the spirit of the animal
51 286453 the spirit of nature
52 306163 the spirit of nature
53 326971 the spirit of nature
54 348932 the spirit of nature
55 372105 the spirit of nature
56 396550 the spirit of nature
57 422331 the spirit of nature
58 449515 the spirit of nature
59 478173 the spirit of nature
60 508377 the spirit of nature
61 540205 the essence of life
62 573738 the essence of life
63 609059 the essence of life
64 646257 the essence of life
65 685426 the essence of life
66 726661 the essence of life
67 770065 the essence of life
68 815745 the essence of life
69 863811 the essence of life
70 914381 the essence of life
71 967576 the essence of soul
72 1023526 the essence of soul
73 1082364 the essence of soul
74 1144231 the essence of soul
75 1209273 the essence of soul
76 1277645 the essence of soul
77 1349508 the essence of soul
78 1425030 the essence of soul
79 1504389 the essence of soul
80 1587768 the essence of soul
81 1719048 the embodiment of spirit
82 1861008 the embodiment of spirit
83 2014504 the embodiment of spirit
84 2180463 the embodiment of spirit
85 2359882 the embodiment of spirit
86 2553840 the embodiment of spirit
87 2763501 the embodiment of spirit
88 2990120 the embodiment of spirit
89 3235054 the embodiment of spirit
90 3499766 the embodiment of spirit
91 3785837 the force
92 4094970 the force
93 4429008 the force
94 4789935 the force
95 5179897 the force
96 5601205 the force
97 6326497 the force
98 7145315 the force
99 8069674 the force
100 9113133 the force
101
102 100-105 +9113133
103 (same cost as spirit 1-100)
104
105 16726432

Time


 Form Time: (gxp = emit)
Level Cost Title
  1 0 the time elemental
  2 2154 the time elemental
  3 6839 the time elemental
  4 13444 the time elemental
  5 21715 the time elemental
  6 31498 the time elemental
  7 42682 the time elemental
  8 55186 the time elemental
  9 68942 the time elemental
10 83895 the time elemental
11 100000 the time elemental
12 117216 the time elemental
13 135509 the time elemental
14 154848 the time elemental
15 175205 the time elemental
16 196556 the time elemental
17 218877 the time elemental
18 242148 the time elemental
19 266351 the time elemental
20 291467 the time elemental
21 317481 the time elemental
22 344376 the time elemental
23 372139 the time elemental
24 400756 the time elemental
25 430215 the time elemental
26 460505 the time elemental
27 491613 the time elemental
28 523529 the time elemental
29 556242 the time elemental
30 589745 the time elemental
31 624026 the time elemental
32 659078 the time elemental
33 694892 the time elemental
34 731460 the time elemental
35 768775 the time elemental
36 806828 the time elemental
37 845613 the time elemental
38 885123 the time elemental
39 925352 the time elemental
40 966293 the time elemental
41 1007939 the time elemental
42 1050286 the time elemental
43 1093326 the time elemental
44 1137056 the time elemental
45 1181469 the time elemental
46 1226559 the time elemental
47 1272323 the time elemental
48 1318755 the time elemental
49 1365850 the time elemental
50 1413604 the time elemental
51 1462013 the time elemental
52 1511070 the time elemental
53 1560774 the time elemental
54 1611119 the time elemental
55 1662101 the time elemental
56 1713716 the time elemental
57 1765961 the time elemental
58 1818832 the time elemental
59 1872325 the time elemental
60 1926436 the time elemental
61 1981162 the time elemental
62 2036499 the time elemental
63 2092445 the time elemental
64 2148995 the time elemental
65 2206147 the time elemental
66 2263898 the time elemental
67 2322243 the time elemental
68 2381182 the time elemental
69 2440709 the time elemental
70 2500823 the time elemental
71 2561521 the time elemental
72 2622800 the time elemental
73 2684656 the time elemental
74 2747088 the time elemental
75 2810093 the time elemental
76 2873668 the time elemental
77 2937811 the time elemental
78 3002519 the time elemental
79 3067790 the time elemental
80 3133620 the time elemental
81 3200009 the time elemental
82 3266953 the time elemental
83 3334451 the time elemental
84 3402499 the time elemental
85 3471097 the time elemental
86 3540241 the time elemental
87 3609929 the time elemental
88 3680160 the time elemental
89 3750931 the time elemental
90 3822240 the time elemental
91 3894085 the time elemental
92 3966465 the time elemental
93 4039376 the time elemental
94 4112818 the time elemental
95 4186789 the time elemental
96 4261285 the time elemental
97 4336307 the time elemental
98 4411851 the time elemental
99 4487916 the time elemental
100 4564501 the time elemental
Time levels do not have a cap.