TorilMUD Elementalist Guide

By: Demuladon

Elementalist Guide

This guide is a product of Duergar Laboratories Inc.

Elementalists are one of the best classes for solo work because they have one of the best solo-defensive spells in the game - conjure elemental - which summons an elemental pet to stand between you and the creature you are fighting. They can also summon elemental pets at will, blind and silence their enemies, cast a number of medium-strength offensive spells, and provide embodiments and stone skin, resulting in a class that is strong solo and useful to a group.


Contents

  1. Starting Out
  2. Spells
  3. Exping
  4. Zoning
  5. Tips & Tricks
  6. Acknowledgements

1 - Starting Out

If you're a new player, you should read the Newbie Guide first, as it is an excellent resource.

The races that Elementalists are allowed to be in Toril are Human, Duergar, Grey Elf, Gnome, and Yuan-ti.

Human

Average bunch. Good race-aligned. A benefit is that evil humans can group with anyone on the mud. All stats are average. No infravision so humans have a problem seeing at night, which can be overcome by the elementalist spells minor create torch, mage flame, infravision and fire fog spells. Home town is Waterdeep.

Duergar

Dark dwarves. Evil-aligned race. Tend to mutter alot. Excellent strength and constitution, less than human intelligence and agility. Ultravision innate so excellent night vision, but blinded by sunlight. Home town Gloomhaven (GH). Cross the river south of GH using the barge ("enter barge" when it arrives then "disembark" at other end), then ask a high level ele for levitate and waterbreath to make the short walk to the Drow home town DK.

Gnome

Smurfs gone wild. Good-aligned race. Win the award for silliest names in game - I once saw one named Hiyadiddle! Second highest intelligence in the game, human constitution and decent agility, slightly weaker than humans. Infravision innate, can see room names and red shapes at night. Home town of Ashrumite close to Waterdeep.

Grey Elf

Sometimes carried by Trolls as field rations (elf burgers anyone?). Good-aligned race. Excellent intelligence and agility. Poor constitution producing the lowest natural hitpoint total of any elementalists in the game. Grey Elves have innate infravision and outdoor sneak. Home town is Leuthilspar, and new elves are stuck on the island of Evermeet until level 20.

Yuan-ti

Fun to grab and swing by the tail. Evil-aligned race. A race of snake/human hybrids that exist in the far southern jungles of Faerun. They have gnome intelligence, human constitution and strength, and very good agility. Infravision innate, and they have several other offensive and defensive innates. Yuan-ti have no ears, and a tail instead of feet and legs, so they cannot wear earrings or leggings or footwear. They can, however, wear a tailpiece of some sort to help compensate. (see Ssissu's Illusionist guide for further Yuan-ti details)

My ideal elementalist would have perfect intelligence, agility, constitution and good strength. Since the ideal is (I believe) unattainable using the roller, aim for at least heroic intelligence, mighty constitution, mighty agility, and fair strength. Fair wisdom may also be useful since it is rumored to help with learning skills.

2 - Spells
1st Circle
2nd Circle
3rd Circle
4th Circle
5th Circle
6th Circle
7th Circle

Note: Elementalist 8th-10th circles have a large number of good and useful spells. You will be switching spells in these circles on a regular basis, depending on the situation you find yourself in.

8th Circle
9th Circle
10th Circle
3 - Exping

Levels 1-10 are easy, and 11 to 18 are reasonable, but expect a very tough time exping between levels 18 and 21. As an evil, the drow hometown DK is a good place for levels 1-21. Elementalist exping gets significantly safer and *easier* (not shorter time, just easier) after level 21 when you get real elemental pets, and gets easier each circle after that with stone skin, PWB, etc.

I was still using earth darts as my main offense well into the high 20's. Using an air pet and earth darts it's possible to send pet on mob, then cast/flee earth darts before the mob switches since the cast time on earth darts is short. It would help in the mid levels to find a "rich" exping rogue with lots of blind poison to xp with - the rogue can blind the mob and you have an air pet tank. For levels 21-31, try exping at the Minotaur brownies just north of VT.

From high 20's to around high 30's, thunder lance becomes your main damage spell. For these levels, try Haven Port (HP) mobs for xp.

For mid 30's to mid 40's, try exping at Meilich apprentices, the Spirit Raven (ship), Druid Sanctuary (DS), and Smoke plane. Might be worth saving Smoke xp until low 40's when you can use whirlwind, earth embody and fireshield to tank mephits there fairly safely. You will need fly, pfg and I suggest you take a cleric and some other damage class with you. Your job on smoke is to use your 1000+hps (ie. you are embodied) and take alot of damage so the cleric can heal you for lots of heal xp. Evils can throw in some Gloomhaven settlement xp.

Mid 40's to 50th, just zone xp, or you can solo just about anywhere you can find a mob that gives xp. I found the best xp at those levels comes from warrior type mobs since you don't need to waste time silencing. Good group xp can be gained at Underdark Driders for these levels, but keep in mind you are amongst the best soloers in the game, so make use of it while xping.

4 - Zoning

I have listed a number of issues for pet conjuring and control in zones in the Tips and Tricks.

In a typical zoning situation your job as an elementalist is:

Some general zoning tips for newbies:

If these zoning tips sound like too much, then don't worry; after a couple of zones you'll soon be getting the hang of it. Alot goes on while zoning and there's alot of information to process. Just do your best and don't worry too much if things don't go 100% right - while zoning, the whole group really is surfing the boundary between control and chaos. Just enjoy the thrill of zoning and have fun!

5 - Tips & Tricks

Conjure elemental:

Elementalist "ghetto healing": Embodiments are useful for vitting tanks, but a friggin painful way of having to heal someone. Ghetto healing works by casting an embody on the recipient then dispelling yourself. Embody spells have a *long* cast time. Then after you dispel yourself, the embody spell takes 30 seconds to fade, plus the dispel removes all your current spellups (so you have to re-stone, re-DI yourself, etc). In short, it's possible to ghetto heal, but it's slow and why bother when you can just take a cleric.

Final word: An elementalist is not a first tier class in terms of Toril zoning. Try to keep yourself busy and useful to the group while zoning. Try to lighten some load off the enchanter, keep an eye on those stones for healers and the second tier classes, make sure the tank is embodied correctly (if required), and keep rogues hasted and warded. Don't groan too much if you are the only stoner in a large group (although I believe some muttering is allowable :). If you find a better way to do things and feel like sharing, then let me know - we will add your knowledge to this guide. I'm always eager to learn. Finally, and most important of all, have fun!

6 - Acknowledgements

Acknowledgement to Ssissu's illusionist guide for format and some of the race details. As a final note, you may notice a slight bias towards the evil-race side in this guide, which is 100% intentional :)

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