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elemental

Same text as in-game help elemental.

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elemental -- Cosmic Path tied to a home Element

You are living element -- tethered to one Aspect and its raw-matter reach
(EverQuest-style elemental planes, no plane-lords; see the world as weather and matter, not a mind with opinions):

How you play (home-plane temper)
  0. New Elementals wake with Plane Temper on the quest log (questlog / hint) -- Emberwake's slow opener for Fire / Water / Air / Earth.
  1. Travel to your Aspect reach (fire/water/air/stone)
  2. Stand there -- every few seconds soaks HP/stamina and rolls train-shaped gains (plus Favor/Charge when online)
  3. attune for a paced fight-shaped montage (FOC/POW/FIN) -- Elementals do not use the Town Gym (help attune)
  4. commune at a shrine when you want a Favor/Charge burst
  5. channel in a fight to spend Charge
  6. Use your Aspect verb (immolate / drown / gale / root) and track enemy when called
  7. Offline Echoes: when you have not pushed back the opposing Hollow in a while, Cadence may call your body to the rift mouth to clear it

  fire    Fire Plane / Cinder Reach     opposes water (Tide)
  water   Water Plane / Tide Reach      opposes fire
  air     Air Plane / Gale Reach        opposes stone
  earth   Stone Reach (map plane stone) opposes air

  (Aspect id earth; map plane stone so prime Earth stays the town/Wastes.)

On your home plane you hit harder, soak Favor/Charge faster, regenerate
HP and stamina every few seconds, and roll random train gains -- hang out on your reach to temper (Plane Tempering). Hub cells nudge the train drip a little higher. On the opposing plane you are weaker and commune suffers. Prime Earth is normal. Non-natives on any Elemental home plane take a light hostile tick; natives drink that plane instead.

Death never sends you to Lebanon Hospital or Purgatory -- any drop (mercy or lethal) and planar banish reform you on your Reach hub. Fire remakes you in flame; tide, gale, and stone each rebuild in kind. Favor and Charge drain; a regen seal holds you there until you recover enough to leave (help planes). While sealed, home-plane soak runs faster.

Fire Aspect (EQ damage)
  - Landed melee leaves [BURN] residual; melee attackers take retaliatory scorch
  - immolate <target> -- Charge hard burn (extra vs Tide / Quench prey); proper kill vs fire-weak Vampires / Wendigo in the finisher window
  - Plane-call: track enemy -> Quench Rift Mouth (south of Tide Reach hub)

Water Aspect (EQ slow)
  - Landed melee chills stamina; melee attackers lose stamina back
  - drown <target> -- Charge undertow slow ([DROWN]; extra vs Cinder / Pyre)
  - Plane-call: track enemy -> Pyre Rift Mouth (south of Cinder Reach hub)

Air Aspect (EQ stun)
  - Landed melee leaves off-balance (accuracy shave); melee attackers can be stunned
  - gale <target> -- Charge stun / channel interrupt ([GALE]; extra vs Stone / Cairn)
  - Plane-call: track enemy -> Cairn Rift Mouth (south of Stone Reach hub)

Earth Aspect (EQ root)
  - Landed melee encumbers (minor slow); melee attackers can be slowed back
  - root <target> -- Charge immobilize ([ROOT]; extra vs Gale / Gale Hollow)
  - Plane-call: track enemy -> Gale Rift Mouth (south of Gale Reach hub)

Reach ambience: weather on your home plane is flavor text only (no storms, no vision fights, no snow on the Fire Plane) -- see it for what it is, not a forecast. Opposing-element intruders occasionally bleed into your own Reach's wilderness, weaker than a native. A hunt board at each Reach hub also lists all four Hollow hunts directly ('dungeons' / 'takedungeon') -- no Earth board required, and it never posts hunter contracts, haunts, or any other Earth-side job.

Adept+ planeban casts another planar native home alive in the body -- not as a spirit, and not to Heaven/Hell (help planeban). Angel banish still handles Demons. Town planar bleeds (wrong weather in a house) post on Bobby's board -- takebleed / investigate / sealbleed / dismiss
(help bleeds). Opposing Aspect Elementals get a thin Prime steward combat tilt vs bleed natives and Favor/Charge when they clear one.
Your Discipline is Patron Channeling (channel / commune) -- there is no separate Element Arts ladder.

You do not "rule" your Reach. Political claim on Fire / Water / Air /
Stone is a God Dominion lesser realm seat on the hub (claimseat -- help dominion). You are the Element living there.

Earth tether (all Cosmics)
  Critical homesickness held ~5 real minutes snaps Echo / idle home
  (help cosmic). Demon deal grace pauses that. Veteran Earth travelers skip it. Monstrous form on Prime can draw Bobby's Elemental tip-line
  (help elemental sight) -- clear with planeban or tether snap.

Top stats lean FOC / POW / FIN.