Elementalist

ELEMENTALIST

Elementalist is a class primarily focused on healing and debuff supports - in fact many of their abilities are strange spells that heal one target while applying a debuff to another - but there's a lot more to them than that. Over time and with certain abilities, the Elementalist generates a unique source of energy called Essence, which it can then use to perform specific Quick abilities - of which the Elementalists gets dozens, as opposed to one or two like classes. Generally speaking these extra essence consuming quicks either directly deal damage or inflict statuses that increase damage the target takes, so this allows them to do a fair bit of multitasking when combined with the spells learned from their rest of their kit. There's a lot of information to keep track of, but you get a huge amount of versatility in exchange!

Level 0

What you get when generating a new Elementalist character.
- 3 Passive Abilities, with a choice of how one functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Abilities out of a list of 4.

Passive

[P] Elementalist's Endurance - The Elementalist gains +10 Maximum MP. Additionally, when not engaged in battle, the Elementalist may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Essence: Elementalist draw most of their offensive power from the ambient essence that spreads throughout the land. At the start of each battle, and at the start of each of the Elementalist's non-Dazed turns, roll 1d4 and generate a single random essence. Most of the Elementalist's Quick abilities cost a certain number of essence of specific types in order to be used, in exchange for the vastly higher number of them that the Elementalist has compares to other classes. Elementalists are capable of using Quick actions at the end of the turns as well as the start of them, but they can still only use one Quick per turn. At the end of battle, all unused Essence is lost.
1. Air
2. Earth
3. Fire
4. Water

[P] Essence Skills: Elementalist begin with a large amount of quick abilities that are fueled by essence. When you create an Elementist, pick three of the following five sets:

- Air Set
[Q] Erode: x1 E-Air. Inflicts Short E-Shatter on an enemy.

[Q] Erode 2: x2 E-Air. Inflicts Long E-Shatter on an enemy.

[Q] Wind 0: 1x E-Air. True Strike a single enemy for 6 air damage.

[Q][S] Wind: x2 E-Air. 2MP. 100CoS. Deals 1d6+6 air damage to two enemies.

[Q][S] Wind 2: x3 E-Air. 100CoS. Deals 1d8+9 air damage to two enemies.

[Q][S] Wind 3: x1 E-Fire, x1 E-Water. 3MP. Deals 1d6+6 air damage to two enemies.

- Earth Set
[Q] Break: x1 E-Earth. Inflicts Short K-Shatter on an enemy.

[Q] Break 2: x2 E-Earth. Inflicts Long K-Shatter on an enemy.

[Q] Earth 0: 1x E-Earth. True Strike a single enemy for 6 earth damage.

[Q][S] Earth: x2 E-Earth. 2MP. 100CoS. Deals 1d8+10 earth damage to an enemy.

[Q][S] Earth 2: x3 E-Earth. 100CoS. Deals 1d10+14 earth damage to an enemy.

[Q][S] Earth 3: x1 E-Fire, x1 E-Water. 3MP. 100CoS. Deals 1d8+10 earth damage to an enemy.

- Fire Set
[Q] Burn: x1 E-Fire. Inflicts Short Burning on an enemy.

[Q] Burn 2: x2 E-Fire. Inflicts Long Burning on an enemy.

[Q] Fire 0: 1x E-Fire. True Strike a single enemy for 6 fire damage.

[Q][S] Fire: x2 E-Fire. 2MP. 100CoS. Deals 1d6+6 fire damage to two enemies.

[Q][S] Fire 2: x3 E-Fire. 100CoS. Deals 1d8+9 fire damage to two enemies.

[Q][S] Fire 3: x1 E-Earth, x1 E-Air. 3MP. 100CoS. Deals 1d8+10 fire damage to an enemy.

- Water Set
[Q] Drown: x1 E-Water. Inflicts Short Curse on an enemy.

[Q] Drown 2: x2 E-Water. Inflicts Long Curse on an enemy.

[Q] Water 0: 1x E-Water. True Strike a single enemy for 6 water damage.

[Q][S] Water: x2 E-Water. 2MP. 100CoS. Deals 1d8+10 water damage to an enemy.

[Q][S] Water 2: x3 E-Water. 100CoS. Deals 1d10+14 water damage to an enemy.

[Q][S] Water 3: x1 E-Earth, x1 E-Air. 3MP. 100CoS. Deals 1d6+6 water damage to two enemies.

- Power Set
[Q] Pure Mana: x1 E-Any. Consume a single essence of any type to recover +5MP.

[Q][S] Explosion: x1 E-Fire, x1 E-Water, x1 E-Earth, x1 E-Air. 2MP. 100CoS. Deals 1d10+20 damage. Element is based on the first Essence generated this turn. Generates a momentum of the same type.

[Q][S] Ignition: x2 E-Fire, x1 E-Air. 2MP. Deals 1d6+8 fire damage to three targets.

[Q][S] Flood: x2 E-Water, x1 E-Earth. 3MP. Deals 1d6+6 water damage to all enemies.

[Q][S] Storm Rod: x2 E-Air, x1 E-Water. 2MP. Deals 1d8+10 air damage to two targets in the same row.

[Q][S] Collapse: x2 E-Earth, x1 E-Fire. 2MP. Deals 1d8+10 earth damage to two targets in different rows.

Active Abilities

[S] Swell: 4MP. 100CoS. Restores 1d8+10 HP to a single target, then roll 1d4 to randomly generate an essence. M-Recovery.
Field: Restores 15 HP to a single target.
C Air: +3 healing potency, and forces the essence and momentum generated to be Air.
C Earth: +3 healing potency, and forces the essence and momentum generated to be Earth.
C Fire: +3 healing potency, and forces the essence and momentum generated to be Fire.
C Water: +3 healing potency, and forces the essence and momentum generated to be Water.

[S] Quench: 5MP. 100CoS. Restores 1d10+16 HP to a single target. M-Water.
Field: Restores 18 HP to a single target.
C Fire: Grants the target a Barrier (5).
C Water: Generates an additional Water Essence.

[S] Warm: 4MP. 100CoS. Cleanses a single status from a single target, and the target has Protection from that status until the end of the round. If they are Dazed, restore 1d8+16 HP. M-Fire.
Field: Restores 21 HP to a single target, but may only be used on targets with 10HP or less.
C Fire: Generates an additional Fire Essence.
C Water: Grants the target Short Lucky II.

[S] Growth: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short Toxin on an enemy. M-Earth.
Field: Restores 18 HP to a single target.
C Air: Long Toxin the enemy instead.
C Earth: Generates an additional Earth Essence.

[S] Breeze: 5MP. 100CoS. Restores 1d6+10 HP to two targets. M-Air.
Field: Restores 13 HP to two targets.
C Air: Generates an additional Air Essence.
C Earth: Grants the targets a Bubble (5).

[S] Unmake: 5MP. 100CoS. Deals 1d8+6 physical damage. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the attack, each one adding +4 damage. If more essence of one type fueled this attack than any other, change its damage and momentum to match. M-Recovery.
C Launch: Push or Pull the target into the opposite row.
C Pin: Slow 3s the target.
C Rush: +4 damage.

Overdrive Abilities

[OD][S] Overdrive: Elemental Circle: 100CoS. Restores 1d6+8 HP to the entire party. Generates M-Fire, M-Water, M-Earth or M-Air.

[OD] Overdrive: All Creation: Generates x1 E-Fire, x1 E-Water, x1 E-Earth, and x1 E-Air. Generates M-Fire+4, M-Water+4, M-Earth+4 and M-Air+4.

Dazed Abilities

[D] Gather Essence: Dazed. Roll 1d4, and generate an essence as you would at the start of a turn. Momentum generates is the same element.

[D][S] Essence Detonation: Dazed. 2MP. 100CoS. Deals 1d6+4 damage. Element for the damage and momentum generates are randomly determined via 1d4, using the essence chart.

[D] Heal Pulse: Dazed. True Heal an ally for +4HP. M-Recovery.

[D] Wash: Dazed. Cleanse an ally of a single negative status. M-Water.

Level 1 (Quick)

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Draw Essence: Generates a single essence of any type, and generates a matching momentum.

[Q] Direct Heal: True Heal a single target for +8HP. Consume an E-Fire to Cleanse a status as well. Consume an E-Water for +8HP. Consume an E-Earth to grant a Bubble (8) a well. Consume an E-Air to affect two targets, rather than one.

[Q] Soak In: Restores +10MP to the Elementalist.

Level 2 (Active)

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[S] Hearth: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short E-Falter on an enemy. M-Fire.
Field: Restores 18 HP to a single target.
C Pin: Inflicts Long E-Falter instead.
C Earth: +4 healing potency.

[S] Petal Shower: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short Shock on an enemy. M-Earth.
Field: Restores 18 HP to a single target.
C Rush: Inflicts Long Shock instead.
C Earth: True Heal another target for +6HP.

Level 3 (Active)

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[S] Jolt: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short K-Falter on an enemy. M-Air.
Field: Restores 18 HP to a single target.
C Launch: Inflicts Long K-Falter instead.
C Air: +4 healing potency.

[S] Essence Rain: 6MP. 100CoS. Restores 1d6+3 HP to the entire party. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the heal, each one adding +3HP restored. If more essence of one type fueled this spell than any other, change its momentum to match. M-Recovery.
Field: Restores 8 HP to the entire party.
C Recovery: +3 healing potency.

Level 4 (Passive, Skill)

At level 4, you earn a new skill, and gain a choice of a single Passive out of the following two:

[P] Catalyst: Whenever you generate elemental momentum, give that momentum a bonus equal to the amount of that elemental essence you're holding.

[P] Filter: At the start of battles, the Elementalist may select the result of a single essence, rather than rolling for its type.

Level 5 (Upgrade/Slot)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Essence Quick Ability Set, out of the following two:

- Absorb Set
[Q] Fire Eater: x2 E-Fire. Grants Long Absorb Fire II to a single target. M-Fire.

[Q] Water Eater: x2 E-Water. Grants Long Absorb Water II to a single target. M-Water.

[Q] Earth Eater: x2 E-Earth. Grants Long Absorb Earth II to a single target. M-Earth.

[Q] Air Eater: x2 E-Air. Grants Long Absorb Air II to a single target. M-Air.

- Status Set
[Q] Burn Z: x2 E-Fire. Inflicts Short Burning II on an enemy and True Strike them for 6 fire damage.

[Q] Drown Z: x2 E-Water. Inflicts Short Curse II on an enemy and True Strike them for 6 water damage.

[Q] Break Z: x2 E-Earth. Inflicts Short K-Shatter II on an enemy and True Strike them for 6 earth damage.

[Q] Erode Z: x2 E-Air. Inflicts Short E-Shatter II on an enemy and True Strike them for 6 air damage.

Level 7 (Passive Upgrade)

At level 7, you gain the following Passive ability:

[P] Ambience: The Elementalist begins battles with an additional randomly determined essence.

Level 8 (Active, Skill)

At level 8, you earn a new skill, and you learn one of the following two Active Abilities, or another active from level 3 or lower:

[S] Pure Essence: 5MP. 100CoS. Restores 1d10+10 HP. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the heal, each one adding +6HP restored. If more essence of one type fueled this spell than any other, change its momentum to match. M-Recovery.
Field: Restores 18 HP to a single target.
C Air: True Heal +10HP a second target.
C Earth: Grants a Barrier (6) as well.
C Water: +5 healing potency.
C Fire: Grants a Bubble (6) as well.

[S] Groundswell: 5MP. 100CoS. Roll 1d4 and generate an additional Essence this turn. The Elementalist can use a second Quick ability on this turn, as well. Momentum generated matches the Essence.
C Launch: Statuses inflicted by the Elementalist this round are upgraded to II. Momentum is +2 as well.
C Pin: The Elementalist can select the Essence generated instead of rolling for it.
C Rush: Generate two random Essence, rather than one.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD][S] Tetra Flare: 100CoS. Deals 1d6+9 fire damage, 1d6+9 water damage, 1d6+9 earth damage and 1d6+9 air damage to any enemy. Each hit can be freely targeted, allowing the Elementalist to strike as many as four enemies or as few as one - but for each consecutive hit against the same target, each hit deals -3, then -6, then -9 damage. Generates M-Fire, M-Water, M-Earth or M-Air.

[OD] Like Autumn 100CoS. Cleanse all negative statuses from the Elementalist and allies, and grant a Bubble(15). M-Recovery.

Level 10 (Passive)

At level 9, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Breathe Your Last: Once per battle, when an enemy is Dazed the Elementalist gains an essence of the same element that the enemy resisted. You can only benefit from this effect once, but you can choose when to activate it, and each time and enemy is Dazed, you gain knowledge of the Essence type that the enemy would generate before deciding whether or not to activate Breath Your Last on it.

[P] Cresyl Stain: After casting a spell that generates elemental Momentum, the Elementalist may choose to convert essence, turning any amount of Essence they hold into that element of essence. (This doesn't involve spending or gaining Essence.)

Level 11 (Active)

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[S] Flow 5MP. 100CoS. Restores 1d8+12 HP to a single target, then inflicts Short Chill on an enemy. M-Water
Field: Restores 18 HP to a single target.
C Rush: Inflicts Long Chill instead,
C Water: Grants +2 Drive to the target.

[S] Reverberate: 6MP. 100CoS. Restores 1d8+12 HP to a single target, and dispels a single status from an enemy. M-Recovery.
Field: Restores 21 HP to a single target.
C Launch: +4 healing potency.
C Recovery: True Strike the enemy for 6 physical damage.

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following passive:

[P] Natural Order: You start battles with an additional essence of the Elementalist' choosing, after rolling their randomly generated essence.

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