A Primer on Elements, Tiers, and What Both Mean
When the System appeared with the Tower, one of the first things that was discovered about magic is that it is separated into a number of discrete elements. On a related note, the System very often groups items or concepts into distinct tiers of power. We will discuss both here, in this primer.
We will start with tiers, as the concept is easier to understand. In order, the tiers are Basic, Improved, Exemplary, Master, Iconic, Legendary, Fabled, and Mythic.
It is often said that lower tiers are “weaker” and higher tiers are “stronger,” but that is a gross oversimplification. Classes are famously separated into tiers, for example, but a Basic-tier class does not automatically lose to an Improved-tier class. Likewise, higher-tier elements are not actually superior to the lower tiers. However, higher tiers do require more mana, which correspondingly makes them more powerful by default. There are numerous ways to add more mana to lower-tier elements, which can bring them up to the same power level.
There is also “colorless magic,” the normal magic that we are all born with. It is a good generic power source for most magic items, but quickly loses out in specialization.
The Basic-tier elements are defined by the System as Geo, Hydro, Anemo, and Pyro. These can be easily translated as Earth, Water, Air, and Fire, though they are slightly more complicated than that. The Improved-tier elements are Spiros, Hemos, Luxos, and Noxos. Spirit, Blood, Light, and Dark.
The eight Exemplary-tier elements are all combinations of two Basic-tier elements. Cryo (ice) is earth and water, Vareo (gravity) is earth and air, Sidero (metal) is earth and fire, Kairo (storm) is water and air, Ecro (explosion) is water and fire, and Electro (lightning) is air and fire. The last two elements are Katasto (destruction), which is the “none” element of the tier, and Dimio (creation), which is all four Basic-tier elements combined.
The eight Master-tier elements are all combinations of two Improved-tier elements. Mensos (mind) is spirit and blood, Tempos (time) is spirit and light, Caelos (space) is spirit and dark, Vitos (life) is blood and light, Morsos (death) is blood and dark, and Astros (star) is light and dark. The last two elements are Albos (null), which is the “none” element of the tier, and Atos (binding), which is all four Improved-tier elements combined.
We do not know of any elements past Master-tier. Following the pattern, we can assume that Iconic-tier elements are combinations of Exemplary-tier elements, and Legendary-tier elements are combinations of Master-tier elements, and so on. However, this has never been proven. It is possible that the elements simply top out at Master-tier. Some parts of the System seem to operate in this manner.
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You may have noticed some patterns with the System names, as well as oddities in the translated names. Philosophers have spent years puzzling over the exact meaning behind the names, languages of origin, and so forth. That's not why I'm here.
Spells, classes, monsters, magic items, and dungeons can all have specific elemental affinities. Spells are by far the most common, and simple for any magic-type class to learn. The Mage class starts with the [Energy Bolt] spell, which can be used to learn any Basic-tier elemental version of the spell with relative ease. Famously, it typically only requires casting the spell through a fire a few times before earning the [Pyro Bolt] spell. Most Mages learn it by accident.
Elemental classes are less common, and not always popular. Earning them is simple: Learn a number of the proper elemental spells. However, elemental classes tend to overspecialize. While, for example, a Pyro Artilleryman is a very powerful offensive fire specialist, they will find it almost impossible to learn anything besides fire spells. Furthermore, that class specifically emphasizes overwhelming force above all else. The lesser Pyrourge class is a common sight among reclaimers and anyone else working on the far side of the Burn Line, however, as it is considered efficient without sacrificing much flexibility.
Elemental monsters are actually rather rare, but extremely famous. We are still unclear if there is some specific reason a monster might evolve into an elemental form, or if they are given the option at random and sometimes they choose it. Even Tamers have had little success finding the answer with their own monster minions. Regardless, elemental monsters are extremely dangerous, though they also tend to be more valuable for the creation of magical items and potions. It is also important to remember that elemental monsters do not have some sort of simple, automatic weakness to opposing elements. A Pyro Porcine Plunderer (yes, that is a real monster) will not be unduly harmed by Hydro or Cryo magic.
Magic items, both official System-approved items created by one of the lost [Crafter] classes and the simpler variety that we create now, quite often have elemental effects. Rather notably, upon completing and closing a dungeon the party will be awarded rift crystals, which are always of a seemingly random elemental composition. Rift crystals have their uses in crafting, even without actual [Crafter] classes, but they are needed more often to advance to Exemplary-tier classes.
Finally, dungeons can have elemental affinities as well. These are surprisingly rare, and my research implies that it has more to do with the nature of the rift that the dungeon was created around than anything else. The nature of the rift, unfortunately, is difficult to predict ahead of time. A rift on a beach can have a Pyro affinity, a rift at the top of a ruined skyscraper can have a Geo affinity. I suspect they are heavily influenced, if not entirely determined, by whatever lies on the other side of the rift. Regardless, most dungeons do not have an element; I believe only one in sixteen do. Unfortunately, it is difficult to obtain accurate data, because many dungeon delvers do not understand how to differentiate different dungeon elements. Many assume that elemental rift crystals can only come from the matching elemental dungeons, which is simply incorrect.
These are all important facts to keep in mind when planning out your own class advancement path for the year. Do you want a more common element, like Pyro, which is well-known with many spells available to learn? It's an easy path to power, but you will face much competition. Do you want a less common element, like Spiros, which is poorly understood? It doesn't take much to stand out from the pack there, but then again many have tried before and achieved nothing notable. You can even attempt to find a multi-elemental class, such as the Pyroclastic Mage, which is always powerful. But it's difficult to gain and harder to master, especially in just one year.
As this is merely a primer, I offer no conclusions here. For a more in-depth analysis, I invite you to read my papers on each individual element. Most of these will focus on [Attacker] and [Defender] classes, but I encourage you to look over the details of the elemental [Healer] and [Tamer] classes that we have access to. The Hemos Vampiric Mender is a fascinating Exemplary-tier [Healer] class, and the Firesong Skald a truly unique Improved-tier [Tamer] class (although the path to it is too complicated to be practical in most circumstances).
Good luck, and good hunting.
– Victor Tenborn, year 27 After Fall