Andreemea Wiki
Register
Tag: rte-wysiwyg
Tag: Visual edit
Line 3: Line 3:
 
This list will however only include the effects of magic and elemental powers.
 
This list will however only include the effects of magic and elemental powers.
   
  +
by checking the element itself
 
 
if for some reason your race his/ her elemental abilities do not fit into this list do report this in your race sheet.
 
 
Also feel free to add an element if you know of one but it has not been listed here, BUT do not change what has been set down by others, once posted this will be in full effect, we cannot have mid story changes!
 
 
 
 
===The 3 Mass types===
 
 
-Solid: elements of a strong firm solid matter such as rocks, these are generally strong in defense due to their urge to be unmoving, also usefull for blund force in general.
 
 
-Liquid: elements who possess a liquid quality, taking different shapes but lacking pure power, yet where it lacks raw strength it replaces it with a general multipurpose use and different traits unique to liquid.
 
 
-Aether: anything that isn't a solid or liquid, including gasses and types of energy, due to possessing  lot of different elements all so unique this mass type can go a lot of ways, meaning one needs to look at the element itself for a full grasp of its abilities.
 
 
-others: anything that is both or neither of the above started mass typings, such as possessing solid and Aether traits or being both solid yet having none of the solid mass traits, same as with Aether you can only know what it can do by checking the element itself
 
   
   
Line 44: Line 28:
   
   
  +
dium range, long range)
-elecricity
 
 
-smoke
 
 
-Cold
 
 
-hardlight
 
 
-Shadow
 
 
-crystal
 
 
-Poison/ acid
 
 
 
 
===--Dual elements===
 
Elements that have been born by combining 2 or more elements from either the core or branch lines, though they are a combination it common these days that one can wield only a dual element without its two (or more) parent elements (example: someone without fire and or earth can still master magma), this is due to that the birth of the element is from 2 or more but wielding it would only require the element itself
 
 
 
-Magma
 
 
-Ice
 
 
-steel
 
 
-plant
 
 
-Dust (also known as Sand)
 
 
-vapor/ steam
 
 
===List by mass typing===
 
Solid: earth, crystal, ice, steel
 
 
liquid: [http://andreemea.wikia.com/wiki/Elemental_magic/_power_compatibility_guide#Water Water] , magma
 
 
Aether: [http://andreemea.wikia.com/wiki/Elemental_magic/_power_compatibility_guide#Fire Fire] , air, Electricity, smoke, light, dark, vapor/ steam, cold
 
 
Other: plant, shadow, hardlight, poison, Dust
 
 
==Basic data:==
 
Information about how to fill the elemental knowledge in.
 
 
Name (replace name and this - make it a type 4 header (in Bold and Italic) and when adding it to the core/branch/dual and the by mass type add the name and add a short link to the header (click on the header for the short link))
 
 
'''Little story''': (something about the elements info, could be anything that fits)
 
 
'''Element's origin''': (mainly for branch and dual but if a nice story could be made up it could work for core's as well)
 
 
'''Mass typing''': (the mass typing: solid, liquid, Aether, other, possible add why it falls under it)
 
 
'''Base Traits''': (the basic functions of the element and its uses in magic)
 
 
'''Style: '''(its generally best type of using this element options can be (not limited too): defence, melee, close range, medium range, long range)
 
 
 
 
'''Offensive''': (when using this element vs an other element by attacking)
 
 
''Strong vs'': (the said element is strong when attacking the elements of, if possible tell why in short)
 
 
''Weak vs'': (The said element is not effective when attacking the elements of, if possible tell why in short)
 
 
''equal vs'': (when an element is not stronger or weaker then)
 
 
''Dont even bother'': (elements that have such a high resistence to the said element that they deal nearly to no damage in normal situations, if possible tell in short)
 
 
''Other'': (other effects that can happen when attacking an element of this type, such as dual edge effects and such, this can be explained in longer texts)
 
 
 
 
'''Defensive''': (when using the said element in a defensive matter using shields and such)
 
 
''Strong vs'': (defending with this is best vs, if possible tell why in short)
 
 
''Weak vs'': (defending with this vs attacks is not the best idea but still possible, if possible tell why in short)
 
 
''Equal vs'': (when defending has no advantage or disadvantage)
 
 
''Best vs'': (defending with this element would render attacks from certain elemental attacks nearly till fully ineffective, if possible tell why in short)
 
 
''Other'': (other effects that could happen when defending with the said element to certain elemental attacks, this can be explained in longer texts)
 
 
 
 
'''Special traits''': (special traits that could be mastered and fall outside the normal situations, this can result that certain strengths and weaknessess can be effected in new ways such as attacking an element that normally is immune to the said element but using the special trait could suddenly become stronger (example: fire would be useless when attacking a rock element but adding the special trait of heat could eventually melt the rock, rendering the rock useless))
 
 
'''Utility''': (other non combat effects)
 
 
'''People worth mentioning''': (those users who were worth to be mentioned when regarding this element)
 
 
'''Technieks worth mentioning''': (spells. Skills and technieks that in time were either large skill uses or left an impact one way or an other)
 
 
 
'''Others''': (anything else that I have not listed above and is useful to report)
 
 
==Elements:==
 
 
===Core's===
 
 
===='''''Fire'''''====
 
<p style="margin-top:1em;margin-bottom:1em;">'''Little story''': Fire, the flames that burn, generating heat or made by heat, it never matters how or where it comes from, fire is a force of destruction and one of the stronger offensive forces nature and elements have to offer.</p>
 
 
'''Element's origin''': Fire was one of the first elements to be learned by old stale mages, how they figured it out was never recoreded, but it is guessed that they might have by accident increased a heat source to create flames, but that is likely not the case.
 
 
'''Mass typing''': Aether (fire is energy, it can hurt yet has no physical mass you can touch, if you are immune you can walk though it just as air)
 
 
'''Base Traits''': Fire burns, simple yet powerful.
 
 
'''Style: '''Fire can go all ways depending on the spells skills used, a flame thrower would be medium range, a fire ball can be long range, fists or flames from the body can be both melee and close range, defence its lacking however.
 
 
 
 
'''Offensive''': 
 
 
''Strong vs'': Ice (as it melts, regardless of heat), Dark (fire gives light), Plant (burns), Shadow (fire gives light), cold (just cooling wont stop the flames), Dust (it burns dust to nothing)
 
 
''Weak vs'': Earth (it get scorged but stands firm), crystal (gets stronger), water (water extinguise), 
 
 
''equal vs'': steel (it gets hot but not enough), Fire (fire with fire...), Smoke (equal in strength), Hardlight (all depends on strength)
 
 
''Dont even bother'': magma (molten rock cant burn, only melt further), Electricity (flames go though it), Light (go though each other)
 
 
''Other'': Air (depending on the output from either side air could increase flames and make it stronger or the air blows away the flames), Poison (liquid is stronger always but the gass type could be equal in the same manner of smoke, However poison could be explosive making flames on it a risk non the less), Ice (melts it turns to water which is stronger then fire), Steam/ vapor (attacking a defence fire will win by disrupting vapors possitioning, when two attacks collide Vapor tends to win by extingueshing fire bit by bit)
 
 
 
 
'''Defensive''': 
 
 
''Strong vs'': fire (pushes flames away from target), Ice (ice melts)
 
 
''Weak vs'': Earth (rock go's tough flames), Crystal (same as rock), steel (same as rock), water (extinguese flames), magma (uneffected by flames), Electricity (go's though flames), Light (not effected by flames), Hardlight (go's though flames), Poison (gas can overwelm, liquid wil win and otherwise we got the explosive factor)
 
 
''Equal vs'': Smoke (neither are better, all depends on who is stronger), Plant (head on is weak, underground behind the fire wall is a different story), Dust (same as smoke)
 
 
''Best vs'': Air (fire defense just gets stronger), Dark (flames give light), cold (cant reach without a burn), Shadow (fire gives light)
 
 
''Other'': Ice (the ice melts so your just hit with water, though the water could be poisoness or enough volume to put out the flames)
 
 
 
 
 
'''Special traits''': Fire has the special trait of heat, not all fire users can master this trait but those that can are able to tip the scale of the weakness charts a lot:
 
 
<p style="margin-top:0.4em;margin-bottom:0.5em;">Earth can melt with enough (A LOT) of heat, highest mastery needed, taking down defense, though countering an attack is less useful</p>
 
 
<p style="margin-top:0.4em;margin-bottom:0.5em;">steel can melt with enough of heat, basic mastery is enough with some patience, both counter and defense of steel gets useless</p>
 
 
water can evaporate with enough heat, advance mastery needed, taking down attacks their full force and with patience can take down defenses by evaporating or boiling
 
 
air is one you need to watch out with, the wind and heat can together create a small yet powerful tornado
 
 
smoke and Dust can become glass, making fire win always on them.
 
 
Cold can be similar to air
 
 
plants wither
 
 
 
 
'''Utility''': fire can be used as a light source, a ignition source or using heat without flames can be usefull for when needed to make things warm or even evaporate rain with a medium mastery
 
 
'''People worth mentioning''': Solus Gladheart (though he is referred as a myth, people see him as the first master of flames, and is said to have created the heat specilisation)
 
 
'''Technieks worth mentioning''': Warmth healing (a rare technique that so few can learn let alone master where the warmth is used as an healing stimulator), Heat shield (rumoured to have been made by Solus Gladheart but no one has been able to use it properly until now, the heat specilisation could be made to a point that it can use all the heats defence skills and even destroy electrical attacks)
 
 
 
'''Others''': there have been users who took fire to an whole new level, mastering explosives or bundeling flames to a point of creating lazers
 
 
 
 
 
===='''''Water'''''====
 
'''Little story''': water, the source of live and ever changing a liquids able to save lives and take them, a very vertile element that is often either healing or defensive in its specialisations.
 
 
'''Element's origin''': Water was one of the first elemental formations old mages were able to control, it was one of the hardest too master in those times as well due to the limited knowledge and liquid attribute, how they exactly came to learn about this one has been said to be due to finding out about water in the body and plants and trying to control it for originally healing matters.
 
 
'''Mass typing''': Liquid (water is the basic that created this mass typing due to its unique quantities)
 
 
'''Base Traits''': Water with its liquid state is ever changing it can be used in varies ways but is often used to increasing the healing matters of a body or defensive moves as it can shift and push stuff away due to its water build
 
'''Style: '''Water is often used as a defense, healing/ support power but can also possess medium and close (non-melee) range uses in general
 
 
 
'''Offensive''': 
 
 
''Strong vs'': Fire (water extinguis fire), electricity (short circet), smoke (water go's though smoke and puts it out), light (water blocks light), Dust (turns it into mud, breaking its ability to move in the air or become solid), vapor/ steam (its possess water what can be controlled)
 
 
''Weak vs'': Air (a shield of wind would hit water in all directions, might even hit the wind user), plant (plant grows with water), hardlight (it can block water for a limited time)
 
 
''equal vs'': Earth (it can block (rock) or absorb (earth) water, but will succumb to it eventually), dark (both dont really effect each other), 
 
 
''Dont even bother'': Steel (it can block), Crystal (it can block water), water (it only strenghten the other water)
 
 
''Other'': Ice (warmer water melts ice, colder water gets frozen as well), Steel (steel is officially immune but will rust), Magma (magma turns to rock while water evaporates), shadow (shadow walls can block but attack vs attack their both equal), Poison (can seep into water in either gass or liquid form, corrupt water and destroy its healing or defending traits or even take over completely making attacking or defending with water an issue, yet water can cleans poison if used correctly as welll, making both strong and weak to each other), water (though it strnegthen each other, when two attacks collide the force pushes both sides away from each other)
 
 
 
 
 
'''Defensive''': 
 
 
''Strong vs'': Shadow (it depends on the strength), Earth (a water makes earth sink)
 
 
''Weak vs'': Crystal (it pierces though it but the angle can be deflected), Steel (same as crystal), electricity (water conducts it to the user), plant (plants grow with water)
 
 
''Equal vs'': magma (water evaporates while magma gets cooled, and endless conflict), light (it can penetrate but it loses power), Hardlight (all depends on the size of the construct)
 
 
''Best vs'': (defending with this element would render attacks from certain elemental attacks nearly till fully ineffective, if possible tell why in short), water (takes on more water to increase the defense power), fire (flames cant burn water), air (wind cant penetrate or disrupt a waters shield), smoke (it cant effect water shields), Dust (it turns to mud and becomes powerless), vapor (the water in vapor gets added to the water defense)
 
 
''Other'': Ice (ice can freeze a water shield making it stronger and able to fight against ice but if the ice shield is attached to the user, the user also gets frozen), dark (darkness cant really effect water in pure power but it can corrupt it into darkness itself while water keeps being water making both unable to command it or see though it), poison (same as the story in the offensive matter)
 
 
 
 
 
'''Special traits''': reshaping, cleaning of poison and increasing healing.
 
 
'''Utility''': healing spells using water as a medium.
 
 
'''People worth mentioning''': Ilena Goodwell (she was a great healer and specialized in water magic, mostly only its defense and healing traits, crafting 90% of the currently known spells that fall under defence and healing water magic)
 
 
'''Technieks worth mentioning''': Water orb (one of the strongest water shield skills, encasing the user fully in a orb of water, placing themself in a meditation pose, the technique is nearly unpenetratable but the user cannot breath during its use), Cleansing (a water spell to clear poisons from a body)
 
 
 
'''Others''': currently N/A
 
 
 
===='''''Earth'''''====
 
'''Little story''': unmoving, solid and full of potential, that is earth in its rawest form, an element loved by passivist, good for defence and heavy blunt damage for offence
 
 
'''Element's origin''': Earth is one of the core elements, it was sought after by those inspired by the power of mountains, leaning how to move it, break its connection with grafity and harness is powers.
 
 
'''Mass typing''': Solid (its hard stong and unmoving by nature)
 
 
'''Base Traits''': Earth is strong and firm, it can stand a lot of hardship due to this and possess blunt force as its general force
 
 
'''Style: '''Earth is best in general when defending or using long or medium range blunt attacks, it also has a few usefull but rarer supporting and close (non-melee) uses.
 
 
 
 
 
'''Offensive''': 
 
 
''Strong vs'': Crystal (swallows it up to its place of origins), fire (rocks go though flames), electricity (it absorbs electricity while grounding it), Smoke (go's straight though it), Light (rocks block out light), Vapor/ steam (earth/ rock go though it while earth also absorbs vapor lessing vapors powers), poison (rocks go though both poison types), cold (cold cant effect earth without ice)
 
 
''Weak vs'': Steel (its harder and stronger then earth), water (it sinks rocks), Plant (plant grows by earth so plant can overrule earth), shadow (shadows can hit earth an lives under it)
 
 
''equal vs'': Earth (both are equal as long as the mass is equal), Ice (rock can be stopped from being controlled with ice yet rock can shatter ice), darkness (both go past each other with no effect), hardlight (both can win over the other when hitting a weak point)
 
 
''Dont even bother'':  magma (it melts earth), Dust (dust is sand, sand comes from earth so dust can both stop earth's attacks, dulls the force and even take over in the long run)
 
 
''Other'': Ice (a layer of ice can break the connection between the user and earth making the earth get stuck, yet rocks can shatter ice, it all depends on who is faster and smarter in this case), Air (enough wind can both disintergrate rocks and deflect flying earth, but earth from the ground and or enough earth can go past wind just as easy),  electricity (it absorbs electricity while grounding it BUT enough electricity can damage earth bits)
 
 
 
 
 
'''Defensive''': 
 
 
''Strong vs'': 
 
 
''Weak vs'': 
 
 
''Equal vs'': 
 
 
''Best vs'': 
 
 
''Other'': 
 
 
 
 
 
'''Special traits''': (special traits that could be mastered and fall outside the normal situations, this can result that certain strengths and weaknessess can be effected in new ways such as attacking an element that normally is immune to the said element but using the special trait could suddenly become stronger (example: fire would be useless when attacking a rock element but adding the special trait of heat could eventually melt the rock, rendering the rock useless))
 
 
'''Utility''': (other non combat effects)
 
 
'''People worth mentioning''': (those users who were worth to be mentioned when regarding this element)
 
 
'''Technieks worth mentioning''': (spells. Skills and technieks that in time were either large skill uses or left an impact one way or an other)
 
 
 
'''Others''': (anything else that I have not listed above and is useful to report)
 
 
==Twin uses:==
 
Twin uses is for the rare few specialists who are able to wield two elements.
 
 
This is high advanced and extremely hard to master.
 
 
there are two ways to use twin uses:
 
 
-dual element creation: where by using two elements one could create or recreate a dual element, meaning where some people can use a duel element without the ability to use one or both parent elements, this is the other way around, mastering both elements to use the dual element in the way it was made, limiting its options some what but makes the user able to control the dual element type even if they are normally unable to learn the dual element itself.
 
 
-supplement style: where using one major element and enhancing it with an other element they know, such as increasing fire's range and power by adding wind into the fire to fuel it with air, these types can have various effects but makes controlling the main element harder.
 
 
both requir the user to learn both elements enough to use them at the same time but each has a different difficulty, Dual creation means you need to make both elements in the same spot and control them together, which is hard to master as you need to balance them right, but once the element is made its easy to control as you only have to focus on one point, while Supplement means you need to master using two elements at the same time and you have to focus on two different uses at the same time as well, which is highly difficult to do as you need to have the right control over both at the same time, but its benefit is that you dont have to worry about mixing them correctly enough, its all about focusing on two points and controlling the power to your wishes giving a lot of uses and strengths
 
====-Fire+====
 
-earth: duel creation of magma, supplement flames around a rock to increase its destructive ability when launched.
 
   
-wind: supplement increase of fire's blaze (meaning the range and kinetic energy) but can also be used to manipulate heat waves and with it hot air, able to increase wind.
 
   
-water: Duel creation of steam.
 
   
UC
 
 
[[Category:All]]
 
[[Category:All]]
 
[[Category:Canon-0]]
 
[[Category:Canon-0]]

Revision as of 21:09, 18 December 2019

As people and other sources always kept a different compatibility between elements, here will be a list of how this works in Andreemea, which element is stronger, which is weaker and other info for each individual element.

This list will however only include the effects of magic and elemental powers.

by checking the element itself


Element lists:

Single elements

The cores from which all others have been given birth.


-Fire

-Water

-Earth

-air

-light

-dark

-Branch elements

Elements that have their existence thanks to the cores yet are single in nature as well, it is commen that someone can wield only a branch element while being unable to wield the core ones.


dium range, long range)