Elementalism

Casting your heat generating abilities adds heat, causing your meter to move to the right. Casting your cooling abilities removes heat, causing your meter to move the left. The exact amount of heat gained or removed can be found in the description of each ability.

The Thermotics meter scales to 100, and has 3 important thresholds: Your Elemental Basic and Power abilities visually change to represent your higher heat upon reaching 50 heat, and will revert to their original visual effects after dropping below 30 heat. The visual changes do not affect damage or functionality. If you reach 100 heat, your heat generating abilities are silenced until you fall to 80 heat or below. Casting cooling abilities at 100 heat will immediately reduce your heat drastically and allow you to cast heat generating abilities again (with the added benefit of dealing the maximum damage with your cooling abilities).
 * 0 to 25: Your Elemental abilities deal normal damage.
 * 25 to 50: Your Elemental ability damage is increased by 8.7%.
 * 50 to 75: Your Elemental ability damage is increased by 17.4%.
 * 75 to 100: Your Elemental ability damage is increased by 34.8%.

Your heat level decays over time automatically at all times. When at 25 heat and below you lose 1 heat per second, between 26 and 50 you lose 2 heat per second, between 51 and 75 you lose 3 heat per second, between 76 and 100 you lose 4 heat per second, and out of combat you lose 5 heat per second in addition to the loss for your current heat threshold.

Twelve of the 21 Elementalism Passive abilities each modify one Elementalism active ability, but none modify more than one, and no Elementalism active ability is modified by more than one Passive.



=Resonance=

Fireball
Zero energy. Target. Heat + 6. "Launch a ball of flame at your target dealing 9 magical damage. "

Chain Lightning
Three energy. Target chain. Heat + 20. "Jumps up to 8 metres 5 times, hitting up to 6 enemies. Send a crackling bolt of lightning through your target which then leaps to nearby enemies. Affected targets are dealt 10 magical damage. "

Flash Freeze
Two energy. Point blank area of effect. Heat - 30. "Affects up to 6 enemies in a 5 metre range around you. Instantly freeze the area around you dealing 11 magical damage. Applies Debilitated. Can be used while Overheated to remove the Overheated effect. "

Mjolnir
Five energy. Target. Heat + 30. "Harness the power of the mythical hammer to send devastating bolts of lightning at your target dealing 25 magical damage. "

Ice Beam
Four energy. Target. Heat - 30. "Focus your energy to unleash a gelid beam of frost at your target dealing 51 magical damage and slowing its movement. Applies Debilitated. Can be used while Overheated to remove the Overheated effect. "

=Disturbance=

Crystallised Frost
Two energy. Summon on self. "Heat - 8 upon summon Heat - 8 if the pulse hits you. "Summon a crystallised manifestation of ice at your location that lasts 9 seconds. Every 3 seconds it will hit up to 6 enemies in a 5 metre radius, dealing 3 magical damage. Applies Debilitated. Can be used while Overheated. "

Crystallised Flame
Two energy. Summon on target. Heat + 25. "Summon a crystallised manifestation of fire at the targeted point that lasts 10 seconds. Every 2.5 seconds it will deal 5 magical damage to the closest enemy within a 5 metre radius. "

Crystallised Storm
Two energy. Summon on target. Heat + 25. "Summon a crystallised manifestation of lightning at the targeted point that lasts 10 seconds. Every second, it deals 1 magical damage to nearby enemies as lightning jumps between them. If your heat level is above 25, affected enemies have 1 beneficial effect purged from them. "

Flicker
Two energy. Self. "First activation: Heat - 30 Follow-up activation: Heat +25. "You vanish with a flicker of electricity and teleport 10 metres forward. When you arrive at your destination, the area becomes electrified. Enemies standing in the area are dealt 2 magical damage every second. This ability can be activated a second time within 5 seconds of the first use. Can be used while Overheated to remove the Overheated effect. "

Blizzard
Four energy. Target area of effect. Heat - 30. "Create an intense blizzard at the targeted point that lasts 8 seconds. Every 0.5 seconds it will deal 3 magical damage to up to 6 enemies in a 5 metre radius. Applies Debilitated. Targets that are hit 5 times are rooted to the ground for 4 seconds. Can be used while Overheated to remove the Overheated effect. "

=Tempest=

Fire Bolt
Three energy. Target. Heat + 20. "Fling a flaming bolt at your target dealing 19 magical damage. "

Shock
Zero energy. Target chain. Heat + 6."Jumps up to 8 metres 5 times, hitting up to 6 enemies.Send a shock of electricity through your target which chains to other nearby targets. Affected targets are dealt 5 magical damage. "

Inferno
Five energy. Target area of effect. Heat + 30. "Affects up to 6 enemies in a 5 metre radius around the target. Create a blazing inferno at the target's location that deals 13 magical damage. "

Flashpoint
Two energy. Self. Heat level is frozen during ability duration. "You harness the destructive forces of Elementalism for 4 seconds. During this time, all of your Elementalism abilities function and deal damage as if you were at the maximum heat level. Your heat level neither increases nor decreases for the duration of this beneficial effect. "

Overload
Four energy. Ground target area of effect. "Cold portion: Heat - 30 Fire/electrical portion: Heat +10". "Channelled: Every second for 3 seconds. Affects up to 6 enemies in a 10 metre radius around the targeted point. Blast the targeted area with a barrage of elemental energy dealing 20 magical damage per hit. The cold portion of this ability applies Debilitated. The electrical portion of this ability purges 2 beneficial effects. Can be used while Overheated to remove the Overheated effect. "

= Passive =

Cauterise
Expend your heat to staunch your wounds. Every 3 heat generating abilities you use restores 2% of your maximum health and reduces your heat level by 4.

Static Change
Your Chain Lightning charges targets with static energy for 3 seconds. The next time you damage a static-charged target with "Chain Lightning" the static energy is discharged dealing 4 magical damage to the target and enemies near the target.

Cryoblast
Enemies damaged by your Flash Freeze experience an even deeper chill, freezing them in place for 4 seconds. In addition if "Flash Freeze" is used when your heat level is above 30, you harness the heat energy lost, turning it into a beneficial effect which increases your Elemental damage by 20% for 5 seconds.

Superconductor
Increase the conductivity of your Mjolnir causing it to strike unerringly and with devastating effect. "Mjolnir" can no longer glance and its critical hits deal 32% more damage.

Glaciate
Ice Beam freezes the target, causing them to become brittle for 5 seconds. Attacks against the brittle target deal an additional 3 magical damage.

Icy Steps
You attune yourself to your Crystallised Frost causing it to follow you wherever you go. In addition, the amount of heat reduction is increased to 15 per pulse and each pulse also immobilises targets for 2 seconds.

Crystallized Blaze
Empower your Crystallised Flame with a wildly whirling blaze, causing it to slow the movement speed of all enemies in the targeted area and instead deal 3 magical damage every 0.5 seconds to all targets in the affected area.

Discharge
When Crystallised Storm purges a beneficial effect from a target, the magical energy is discharged violently dealing 3 magical damage to the target and nearby enemies. This effect has a 33% chance to trigger on targets who do not have any beneficial effects.

Volatile Current
You reappear with a blast of electrical energy when using Flicker. Immediately after arriving at your destination, you stun any nearby enemies for 3 seconds and deal 6 magical damage.

Frigid Tempest
The frozen winds of your Blizzard chill enemies to their core, increasing the damage dealt by 21%. In addition, enemies damaged by "Blizzard" are instantly immobilised and standing in your "Blizzard" reduces your heat level by 2 every 0.5 seconds.

Blazing Bolts
Your Fire Bolt grows hotter and more powerful with each successive use. Each time you use "Fire Bolt" your next "Fire Bolt" generates 1 additional heat and deals 5% more damage. This effect can stack up to 4 times. Using any ability other than "Fire Bolt" removes this effect.

Scorched Earth
The heat of your Inferno burns hot enough to ignite the ground. If your heat level is above 30, "Inferno" leaves a damaging area which deals 1 magical damage every second for 10 seconds.

Blast Wave
When Flashpoint expires, you expel the increased heat from your body dealing 7 - 13 magical damage to nearby enemies. The damage dealt increases based on your heat level when"Flashpoint" expires.

Elemental Force
Harness the force of the elements when you use Overload. The cold portion of this attack's Heat reduction is increased to 50, the electrical portion causes enemies in the area take an additional 4 magical damage, and the fire portion knocks down enemies for 3 seconds and sets them ablaze dealing 1 magical damage every second for 6 seconds.

Elemental Control
You have mastered the inner workings of fire and electricity. Whenever you deal damage with an Elemental fire ability, you set the target on fire dealing 1 magical damage every second for 5 seconds. Whenever you deal damage with an Elemental electrical ability you create an electrical current within the target for 3 seconds. If you damage the target again while this effect is active, the target and nearby enemies are dealt 2 magical damage.

Calorimetry
Your internal temperature runs hotter than the average person. Your base out of combat heat level is increased to 15. Also, your first Elementalism attack when entering combat deals an additional 4 magical damage. While in combat, this bonus damage effect can occur once every 10 seconds.

Thermodynamo
The heat within you burns bright and strong. When at the maximum heat level, the bonus damage from heat is increased by 4.5%.

Combustion
Whenever you critically hit with Elemental fire or electrical abilities, heat blazes inside of you dealing an additional 2 magical damage to the target. Also, your heat level increases by an additional 5. This bonus heat is not generated if your heat level is above 50.

Lingering Frost
Your cold abilities provide a lingering presence of frost, cooling you down afterward and leaving your foes frostbitten. Enemies damaged by your cold abilities are dealt 2 magical damage every second for 5 seconds. Also, after using any cold ability, you will lose an additional 2 heat every second for 5 seconds and nearby enemies have their hate towards you reduced.

Thermocoupler
Your understanding of heat allows you to flow easily from one element to the next. When using Elemental fire abilities, your next Elemental electrical ability will reduce your heat level by 3. When using Elemental electrical abilities, your next Elemental fire ability will reduce your heat level by 3. Once either of these heat reducing effects have triggered 4 times, the attack which triggered it deals an additional 5 magical damage.

Supercooler
As fights go on, you improve your efficiency at managing your heat. You gain 1 "Supercooler" counter when entering combat and every 5 seconds afterward. Every 5 seconds, you reduce your current heat level by 2 per stack of "Supercooler." This effect can stack a maximum of 5 times. When this heat reduction occurs, the remaining recharge time for all Elementalism cold abilities is reduced by 7%.

Maxwell's Demon
You excel at managing and equalizing your heat. Whenever you critically hit with an Elemental ability, you store your current heat level. 4 seconds later, you reduce your heat level to the stored level if the stored level is lower than your current heat level. This effect can only occur once every 5 seconds and if your heat level is above 50.

Links

 * Actives with costs
 * Actives and Passives