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Element System
Topic Started: May 1 2010, 11:30 PM (469 Views)
ShadowManeZERO
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There are ten elements in War of Discord. These elements formed the world and empower all creatures that live within it. When choosing an Origin, the element that empowers your character, you should take note of the perks given by each element as well as the fact that your character will be able to use Elemental Magic matching their Origin. The elements, and their strength order, are as follows:

Fire > Ice > Air > Earth > Lightning > Water > Fire

As you may have noticed, there are only six elements there. The remaining four are special in that they either don’t follow that chain or are otherwise have no weakness. Of these four, only two are elements that you can pick for your character’s Origin. These elements are Light and Darkness. Those two are simultaneously strong and weak against each other so they cancel each other out. The remaining two elements that cannot be a person’s Origin and are used only for weapons and spells are Aether and Space. They aren’t strong or weak against anything.

Outside of the perks, those who fight primarily with weapons don’t have to worry too much about the Element System. However, it can be vital for anyone who actively uses magic, especially mages. If a mage who’s Origin matches the element of the spell that they are casting then the spell will get a boost in strength. Conversely, if their Origin is weak to the element of their spell then the spell will be weaker than normal.

The perks gained from the elements are as follows:


Fire: Those whose Origin is Fire tend to find themselves immune to that which created them. While they can be burned, it is harder to do so and they aren’t bother by heat as much as others.

Water: Those whose Origin is Water take to their true home better than all others. They are never lost at sea and can often sense the ebb and flow of the tides. They can also swim through water with the greatest of ease and are difficult to drown. Lastly, they can survive falls into water from a greater distance than most others.

Earth: Those whose Origin is Earth are hardy people and can survive things that would kill lesser men. They are sure footed and hard to knock over and posses a strength greater than that of average. Those of the Earth Origin are often the best as heavily armored knights. They tend to have a strong sense of direction.

Air: Those whose Origin is Air are nimble and step lightly. They have a knack for sensing when the wind will shift and almost seem to be able to float upon it. Their breathing is equally light and controlled and can help keep their body temperature stable. They make great archers for their understand of the wind helps them compensate for it.

Ice: Those whose Origin is Ice are always at home in the cold. They’re rarely bothered by it and are harder to freeze. They also have excellent control of their movement when placed on slippery surfaces such as ice.

Lightning: Those whose Origin is Lightning are as swift as their element. They tend to be nimble, those not as much as those whose Origin is Air, and also have good stamina. In combat, those of the Lightning Origin are usually good cavalry for their strikes are swift and precise.

Light: Those whose Origin is Light are often of great skill. It is the second rarest Origin and those of it are often in a position of power. They only receive enhanced vision from their element, being able to see in all but the deepest darkness, and the ability to sense their way around blinding light. Make note that although Light is often gentle and predisposed to good, it can be just as harsh as Darkness.

Darkness: Those whose Origin is Darkness are often of the greatest skill. It is the rarest Origin and grants people the ability to see when faced with all but the brightest light and the ability to sense their way around the deepest darkness. They are also easily able to slip out of sight when in their element. Make note that although it is easy to become corrupted in Darkness, it can be just as gentle as Light.
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