Elemental domain: Difference between revisions

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|path=-
|path=-
|desc=Warrior Mages are able to slightly alter the physics of the room they are in by tapping into the elemental planes. The primary use of an elemental domain currently is to have an easier time maintaining your charge level through casting alone, enabling more freedom with the use of aethereal pathways.
|desc=Warrior Mages are able to slightly alter the physics of the room they are in by tapping into the elemental planes. The primary use of an elemental domain currently is to have an easier time maintaining your charge level through casting alone, enabling more freedom with the use of aethereal pathways.
|buffs=No buffs
|debuffs=No debuffs
|dtype=No damage
|htype=No heal
|effect=Alter charge gain/loss and environmental difficulty modifiers for casting elemental spells
|effect=Alter charge gain/loss and environmental difficulty modifiers for casting elemental spells
|messaging=
}}
}}
==Notes==
==Notes==
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*Requires something more than >70 Summoning skill to be successful with your aligned element in a room without a pre-existing domain.
*Requires something more than >70 Summoning skill to be successful with your aligned element in a room without a pre-existing domain.


First successful Summon Element Domain at 200 Summoning. Every attempt prior to 200 failed. Disc/Wis/Int = 28 Stam = 32 at time of success.
First successful Summon Element Domain at 200 Summoning. Every attempt prior to 200 failed. Disc/Wis/Int = 28 Stam = 32 at time of success. Another first successful attempt at 200 Summoning. Mental stats 26-28 and Stamina 25.
{{RefAl|r=y}}
{{RefAl|r=y}}

Revision as of 22:01, 23 February 2016

Wm thumb.jpgWarrior Mage Guild
Elemental domain
Requirements: None
Difficulty: Advanced
Type / Skill: area of effect, other / summoning
Description: Warrior Mages are able to slightly alter the physics of the room they are in by tapping into the elemental planes. The primary use of an elemental domain currently is to have an easier time maintaining your charge level through casting alone, enabling more freedom with the use of aethereal pathways.
Effect: Alter charge gain/loss and environmental difficulty modifiers for casting elemental spells
Messaging: Unknown


Notes

  • Syntax: SUMMON <ELEMENT> DOMAIN
  • It doubles your charge gain from casting spells when you are aligned to this element.
  • It doubles your charge cost from casting spells if you are opposed to this element.
  • It overwrites environmental modifiers to spell difficulty for a spell E.g. If casting Rising Mists in the middle of a desert in the summer with a water domain present then it will lose the seasonal and locational penalty associated with it.
  • Note: It will only overwrite environmental modifiers and not allow spells to be cast in areas they cannot normally be cast in. E.g. Casting Fire Shards underwater or Lightning Bolt underground will still not function.
  • There is at least one easter-egg element available that is not one of the traditional six.
  • It is possible to change domains.
  • There's a small random element to your effective Summoning score. If your effective Summoning isn't higher than the effective Summoning used to create a domain, you can't change it.
  • Your elemental alignment modifies the difficulty of summoning a domain of that element. Extreme amounts of Stamina will allow for summoning a domain of an element you are opposed to.[1]
  • Requires something more than >70 Summoning skill to be successful with your aligned element in a room without a pre-existing domain.

First successful Summon Element Domain at 200 Summoning. Every attempt prior to 200 failed. Disc/Wis/Int = 28 Stam = 32 at time of success. Another first successful attempt at 200 Summoning. Mental stats 26-28 and Stamina 25.

References

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