Classes

Elementalist - Deep Dive

Overview

Elementalists command the forces of fire, water, earth, and air, channeling that power both into direct magic and into a living elemental servant that fights at their side. This update leans harder into that partnership: your companion isn't just backup anymore, it's a real part of how your own spells work.

Two new signature spells put that partnership front and center. One is a strike your companion delivers on your command. The other is your new primary nuke, that hits harder and gains a bonus effect based on the elemental companion you have summoned. Beyond those two, your companion's summon matches your level rather than falling behind, and the buffs and heals that keep your companion fighting have grown alongside everything else.

As MnM's most pet-focused class, you'll want to rely on the Companion Strike as your main damage dealer. It is the biggest hit for the mana cost, and upgrades more often than your classic-style Blast nuke. The Blast is still helpful, both for damage and the extra elemental utility effects it causes, but we wanted to increase the connection between you and your elemental pet as your main damage source.

One thing we'd planned on in the original class overview, but decided against as we worked on the update:

  • "Less: generic convenience conjurations" didn't happen. Food, Drink, Bandages, Manastones, and the elemental weapon-summon lines all carried through essentially unchanged. When talking with elementalist players, it was clear that they valued these spells and the utility they bring to a party and did not want to lose them. The one genuinely new elemental-themed conjuration is a Ring of Waterbreathing.

Companion Strike

  • Command your companion into a devastating attack.

  • You spend the mana and your companion delivers the hit. The strike carries your companion's own element and does extra damage against elemental creatures. The damage on this strike increases based on your pet's intelligence, which enables it to channel your will more effectively.

Elemental Blast

  • Blast your target with arcane energy, dealing Magic Damage. If you have an elemental companion summoned, this spell also deals damage in your companion's element, along with a bonus effect matched to that element.

  • This is your primary nuke, and it always does a solid hit of Magic Damage on its own. Summon an elemental companion and the spell grows a second half in that element, along with a themed side effect - a burn, a chill, a snare, or a casting slow, depending on which companion you brought.

Elemental Empowerment

  • Infuse your companion with elemental power, increasing their Attack Speed, sharing a portion of your own Intelligence, and restoring their Health over time.

  • This spell gives your pet a hefty burst of stacking haste, an intelligence buff that scales with your own intelligence, and a solid amount of regeneration.

  • However, this spell is also mana intensive so keeping it active on your pet is an investment. It's up to you to decide how to split your mana between Strikes, Blasts, and Empowerments - but they all have real value.

  • This stacks with your normal long-duration 'Elemental Fury' line of pet buffs.

Elemental Resurgence

  • Infuse yourself with elemental resurgence, letting your next companion-summoning spell resolve in a fraction of its normal time and for less mana.

  • Handy after your companion falls in a hard fight, or any time you need to swap companions without eating the usual downtime.

Speedy Companion

  • Infuse your companion with elemental speed, increasing their Movement Speed.

Summoning Your Companion

  • Your four elemental servants - Water, Earth, Fire, and Air - summon and play the same way they always have.

  • What's changed is the pace: your companion now stays in sync with your own level when summoned, up to the maximum for that summoning spell.

  • You'll no longer get pet upgrade ranks for all four pets every four levels. Instead you'll unlock all pet types by level 12, and get a new rank every 16th level.

  • However, each rank grows with you so your rank 1 Water Pet summon will give you a pet from level 1-15, based on your own level when summoning.

  • There's no gap, as you'll get rank 2 when you hit level 16, which will summon Water Pets from level 16 - 31.

Elemental Spellshield

  • Surround yourself with elemental power, increasing your Health, Armor Class, and Magic Resistance, plus your Cold and Fire Resistance, and granting you the ability to see magical effects when considering targets. Attackers who strike you are chilled and slowed.

  • Your core self-buff, now merging the original Spellshield, Water Shield, and Sense Magic lines into a single self-buff.

Ring of Water Breathing

  • Summon a temporary ring that grants Enduring Breath when worn - adding additional elemental-themed utility for you and your party.

Fount of Mana

  • One benefit of your Water Pet is their Fount of Mana spell. This is a mana regen aura that benefits your party when you have a Water Pet summoned. We’ve updated this spell to now stack with Primary Mana Regeneration spells, so it’s additional mana regen that works with other buffs.

Retained Spell Lines

Pet-themed

  • Heal the Elements

  • Elemental Fury (Attack speed and Strength buff)

Damage

  • Flameburst (your level 1 nuke - this is replaced by the Elemental Flash line in later levels)

  • Element Break

Defense

  • Cold and Fire Protection/Resistance

Utility

  • Gate

  • Soulbind

  • See Invisibility and Sense Magic (also folded into Elemental Spellshield)

  • Polar Alignment: North

  • Reclaim Essence

  • Dispel Magic

  • Summon Companion

  • Charm, Fear, and Lull the Elements

  • Master of Elements

Conjuration

  • Summon Food and Drink

  • Summon Bandages

  • Summon Manastones

  • Elemental weapon summons (Earth Mallet, Fire Staff, Water Trident, Wind Blade)

Removed Spell Lines

  • Fireburst through Fires of Eth - the old escalating Fire-nuke chain. Elemental Blast is now your primary nuke.

  • Repel the Elements through Devastate the Elements - This got merged into the Strike and Blast spell lines, rather than having a separate spell. You still do more damage to summoned creatures, it just happens as a bonus on your normal damage spells.

  • Invisibility versus Elementals - narrow, low-usage utility spell.

Thanks for taking the time to look this over, and for your participation in our ongoing Beta. We look forward to getting your feedback after you try out the Elementalist update