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HelpSection 16
Elementalism

Elementalism, the crowning skill of the Mage Class

Elementalism is the crowning skillset of the Mage profession - explored by the Mages, Enchanters, Warlocks and Wizards guilds. The extent of an individual's command of the elemental world is determined by his/her elemental experience - depicted, roughly, when you type ELEMENTS. Everyone in Avalon has an elemental experience, based on an accumulation of circumstances and moments in their everyday life - specifically when he/she comes into contact with something definitively elemental, like swimming rivers (Water) or flying through the skies (Air). Though all garner elemental experience it is only the mage professional able to harness its power; and this is the skill of Elementalism.


NOTE: when you type ELEMENTS you will be informed of your experience with the four elements - Fire, Air, Water and Earth. This is staggered information; it is evaluated every Avalon month or so and it will not reflect events experienced very recently. The gauge of elemental experience is also affected by the blend of events, repetitions being penalised to the point of zero benefit, to encourage diversity over automation.


Anyone can type ELEMENTALS to gain an impression of the sum-total elemental experience of themselves and their fellow Avalonians - a ranking list of those in the land, arranged from most to least experienced.


To gain Elementalism requires a crowning of the guild skills (Rituals, Candescence, Charming, and Music) plus Crowned psycho-resonance (see HELP ARCANA). This demonstrates a rare personal prowess worthy of beginning what is known as the elemental resonation, performed in one of the land's oldest locations - the summit of the Tor by the stone cross in the old forest, near the centre of the continent. Stand atop the tor and type BEGIN RESONATION and providing you have the skills and the psycho-resonance as part of your permanent repertoire, you will perform the worldwide resonation and grasp Elementalism. This will allow you to commence its development, to slowly gain its disparate abilities; to fully live out the potential of the Magi. None can stand in your way - no permission is required - for the Mage is by nature an independent soul, unearthing the magic arts through individual discovery rather than committee.


For those of you with Elementalism in your skill set: the skill can be raised by taking lessons, as per any other skill, but learning pace is equivalent to a post Ultimate general skill (see HELP ULTIMATE) and indeed every day of your Avalon life in possession of Elementalism will see a little rise in prowess, also as per post Ultimate general skills, without the need to expend any lessons.

HelpSection 16
Elementalism

16 - Skills: by Profession and by Important Commands.

  • Back to Index
  • 16.1 - Ultimate
  • 16.2 - Procure
  • 16.3 - Alchemistry
  • 16.4 - Druidry
  • 16.5 - Bardism
  • 16.6 - Knight
  • 16.7 - Magery
  • 16.8 - Ranging
  • 16.9 - Astrology
  • 16.10 - Sorcery
  • 16.11 - Thiefism
  • 16.12 - Specialisation
  • 16.13 - Opalescence
  • 16.14 - Skymastery
  • 16.15 - Ornithology
  • 16.16 - Falconry
  • 16.17 - Animism
  • 16.18 - Crusades
  • 16.19 - Oracle
  • 16.20 - Sylvan
  • 16.21 - Elementalism
  • 16.22 - Animistry
Help - Section 16
UltimateProcureAlchemistryDruidryBardismKnightMageryRangingAstrologySorceryThiefismSpecialisationOpalescenceSkymasteryOrnithologyFalconryAnimismCrusadesOracleSylvan
Elementalism
Animistry
Avalon, Est 1989

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    • Politics and Government
    • Farming and Labours
    • Trade and Crafting
    • Warfare and The Battlefield
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    • The Theory of Combat
    • Self Defence and PVP Basics
    • Picking Fights
    • Crowns and Purchases
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    • Avalon Online RPG - Latest Updates
    • Bulletin Board in Avalon
      • Public BB
      • News BB
      • Pacifists BB
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  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
    • Histories since 1989
      • History and Legend
      • Avalon Player Memoirs
      • Cellar Door
      • Avalon Archive
    • Combat and Competition
      • Events, Quests, Contest and Organised Competition
      • Articles on Avalon Game Theory and Combat Fundamentals
    • Reference
      • Miscellaneous Avalon Game Documentation
      • Information: Tables and Lists
      • The Avalon Game Environment (Non-Role)
      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
  • History
    • 15th Century ADW
    • 14th Century ADW
    • 13th Century ADW
    • 12th Century ADW
    • 11th Century ADW
    • 10th Century ADW
    • 9th Century ADW
    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
  • World
    • Cities
      • Mercinae
      • Thakria
      • Parrius
      • Silverfalls
    • Guilds / Classes
      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
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      • Bards Guild
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    • Rollcall
  • Info
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      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
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      • Text Based Adventure Games
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