Spellcasting

Every pet has the ability to learn Spells, abilities which can be used to help out in a variety of game features, namely Combat and Tasks. There are six core elements of spellcasting, each of which has multiple levels of spellcasting improvements associated with it. Each element also has an associated status effect which can be applied to an area or creature in Combat, and many of them have unique interactions with other status effects and elements. Here's the basics!

Magma is the element of creation. Its associated status effect is Vitrifying, which creates igneous crystals around an area after a set number of turns. Magma is strong against Dust targets, and Magma-aligned creatures which are Unmoored lose the status 50% faster. Uniquely, if a target with Vitrifying is affected by a Rain spell,. the Virtifying countdown is set to zero and Vitrified crystals with half as much health are created around the target immediately. Vitrified crystals can carry Charge without any limit, but otherwise cannot be affected by status effects.

Mud is the element of nurturing. Its associated status effect is Mired, which roots a set number of squares in place until broken or cleansed. Mud is strong against Lightning and Magma, nullifying the Charge of attackers and burying Vitrifying crystals before they can form, but it is weak to Rain spells which can easily cleanse Mired.

Rain is the element of cleansing. Its associated status effect is Slip, which adds a likelihood for effects to fail to take place. Rain is useful against Mud, Dust, and to an extent Magma, since it can cleanse their status effects before they become unmanageable, but it's strongly susceptible to Lightning and doesn't have many ways of dealing damage.

Lightning is the element of energy. Its associated status effect is Charge, which increases the strength of future spells associated with the target. Lightning is effective against all elements except for Mud, though it often has trouble with Cloud targets due to lack of AoE effects and inability to target Shrouded areas.

Cloud is the element of mystery. Its associated status effect is Shroud, which blankets an area so it can't be seen but can still be interacted with. Cloud is strong against Rain, as Shrouded areas can't be Cleansed, and it's useful to prevent highly impactful Lightning skills from landing. Like rain, Cloud struggles to deal damage effectively, since its only damage dealing options take a lot of resources to line up effectively.

Dust is the element of time. It has two associated status effects; Scour, which can build up until it reaches 15, at which point it erases information from a singular target, and Unmoored, which is the status that anything which has been Scoured holds and causes it to take on random traits. Dust is weak against direct attacks but has several evasion options which pair well with Slip or Shroud; if their movement is hindered by Vitrification or Mire, though, the Dust school has few defensive options.

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