Races with a strong connection to the elements can align themselves with fire, water, earth, or air, gaining additional racial abilities. Only one elemental alignment may be active at a time.
- Syntax
- racial align ELEMENT
Using racial align causes exhaust for a time. Alignment also changes the damage type of the user's melee attacks to the selected element, similarly to Racial Imbue.
Water and earth are the most commonly used alignments, while air offers the unusual ability to interfere with spellcasting enemies. The abilities granted by racial align differ somewhat from those belonging to the hero-level elemental imp types.
Elemental abilities
| Passive
|
Functions automatically while the appropriate alignment is active.
|
| Active
|
Must be invoked with a command.
|
Fire
| Racial
|
Type
|
What it does
|
Command or restriction
|
| Burn
|
Passive
|
Continuously emits intense light and heat. This makes hiding or remaining invisible extremely difficult, and may allow even blind enemies to detect the user.
|
Automatic
|
| Powerthrust
|
Passive
|
Improves the user's melee skill while wielding a hafted weapon.
|
Automatic while a hafted weapon is held
|
| Fireaura
|
Active
|
Surrounds the user with a corona of fire which may burn enemies when they attack.
|
racial fireaura — Lasts about 9 ticks; approximately 28-tick exhaust.
|
| Firering
|
Active
|
Creates a ring of flame around the user. Creatures passing through it take fire damage.
|
racial firering
|
Water
| Racial
|
Type
|
What it does
|
Command or restriction
|
| Swim
|
Passive
|
Provides bonuses while in water, most notably increased resistance to drowning.
|
Automatic in water
|
| Aquatic
|
Passive
|
In water, attacks hit more often and deal slightly more damage. Enemy attacks are more easily evaded and deal less damage.
|
Automatic in water
|
| Liquify
|
Active
|
Turns the user's body to liquid, greatly increasing hit-point regeneration. Healing spells become less effective and enemy spells and breath attacks cause more damage.
|
racial liquify
|
| Airdome
|
Active
|
Creates a stationary dome of air. Creatures inside gain greater freedom of movement, can flee normally, and do not suffer from drowning.
|
racial airdome — Long exhaust.
|
| Sweep
|
Active
|
Uses a powerful current to knock down and briefly stun an enemy, possibly pushing it into an adjacent room.
|
racial sweep <target> — Only works in water.
|
Earth
| Racial
|
Type
|
What it does
|
Command or restriction
|
| Armorstone
|
Passive
|
Provides automatic and continuous protection from damage.
|
Automatic
|
| Lithify
|
Active
|
Turns the user to stone, causing most enemies to ignore them. The effect is sustained and ends if the user takes another action.
|
racial lithify
|
| Shelter
|
Active
|
Seals the current room with stone, temporarily blocking entry and exit in every direction.
|
racial shelter — Cannot be used during combat, in the air, or in water. Very long exhaust.
|
| Earthtremor
|
Active
|
Summons an earth tremor beneath a grounded enemy, potentially knocking it down. It can affect some enemies that are too large for an ordinary bash.
|
racial tremor <target> — Target must be grounded.
|
Air
| Racial
|
Type
|
What it does
|
Command or restriction
|
| Dodge
|
Passive
|
Provides an automatic additional chance to dodge enemy attacks.
|
Automatic
|
| Evaporate
|
Active
|
Turns the user to vapor and immediately carries them to a nearby room without enemies.
|
racial evaporate
|
| Suffocate
|
Active
|
Forces the air from an enemy's lungs, briefly preventing spellcasting and breath attacks.
|
racial suffocate <target> — The effect may expire on the next game tick, so timing is important.
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