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Hidden Rules of Elements - construction page https://elementscommunity.org/forum/index.php?topic=13771.msg173776#msg173776
« on: October 10, 2010, 01:53:50 am »
    * This thread is intended to be used in Newbie Tutorials section and the Wiki. There's a similar thread in Tutorials forum, but it is missing a lot of stuff, especially related to recently released cards. Therefore, I plan to replace that thread with this new, updated, detailed one.



    In Elements the Game, there are rules that are not explicitly mentioned, which could potentially confuse new players. This thread is to clarify every single secret rules and to help players get to know the game better.

    Reading, understanding, and referring to this post often could be VERY helpful in preventing unintentional mistakes while dueling.




General/Miscellaneous


You lose not if your HP goes down to 0, but also if you have no card to draw (deck-out). A notice pops up when you draw the last card. Using Precognition or Hourglass to draw another card when there is 0 card in the deck counts as a loss.

Elemental Mastery win happens when you win with 100% HP. You are awarded twice the maximum number of coins, and also much more score. Note that this is different from winning with 100 HP, since maximum HP could be increased with Shard of Divinity or Stone Skin. Winning with more than 100 HP grants extra electrum coins.

● At the start of every battle, if the player's hand does not contain a 0 cost card, the system reshuffles the deck and gives a new hand. This process is called auto-mulligan, and it happens ONCE. The player cannot tell if it happened or not.

● All creatures and permanents come into play ordered, and attack, produce quanta, or . The order of the creature is shown as a number in the middle of its information panel that pops up when leaving the mouse cursor on the creature.


● 'Other' cards or cards with no elemental mark as their cost use random quanta when played.

● There are rare cards that cannot be bought at the bazaar. They can be classified as following:
- Elemental weapons + Arctic Squid, Pharaoh, Miracle, Shards : can be won from card spins.
- Nymphs : can be won from Oracle or as rewards from official PvP events.
- Mark cards : can ONLY be won from official PvP events.
- Relics : placeholder for Nymphs and Marks in card spins.

Mark cards are Pillar-like cards that stack with the player's Mark if it is from the same element and not upgraded.




Abilities/Statuses


● Abilities and statuses are classified as following:
 - Active ability : used by directly clicking on the card. Lobotomizable.
 - Passive ability : happens automatically at the end of turn, on attack, etc. Lobotomizable.
 - Passive status : special trait of the creature. NOT lobotomizable.

 (List of abilities/status - http://elementswiki.co.cc/basics/abilities/ (http://elementswiki.co.cc/basics/abilities/))

 The first two abilities are shown within or under the card when played on the field, while Passive status can only be found in the information tab that appears after leaving the mouse cursor on a creature for a second.


When a new creature or a permanent appears on the field, it goes through 'summoning sickness', and cannot use its active ability.

● Cancelling an active ability does NOT refund the cost, and the ability cannot be used again on that turn.




Card Specific Information

(Note - the order of the elements and the cards follow the order in game)

● Shield effects occur only if the creature penetrates through the shield. Same goes with all passive attack abilities such as scramble, vampire, etc.



Other

Hammer | Gavel and Short Bow | Long Bow have passive abilities that give +1 damage bonus if the player has the Mark mentioned in the card. Lobotomizing a flying Hammer or Bow removes that +1 bonus.

● Despite the fact that unupgraded Shards and Relics are spells, they are not playable in real game. All they do is consume 1 random quanta if clicked.

Shards have to be upgraded to work.

Relics are placeholders for Nymphs and Mark Cards in spins. They serve no other function.

Pendulums alternate producing two types of quanta by first generate its element quanta, then the quanta of the element.
 - A stolen Pendulum follows the new owner's mark, not the original owner's.
 - If the Pendulum stack is about to produce the quanta of the Mark, a newly played Pendulum could start off by producing that quanta instead of the card element's.




 :entropybig Entropy

Abomination becomes a weaker creature, Micro Abomination, if upgraded. This is intentional; it serves as a cheap (1 :entropy) Butterfly Effect or Mutation target.

Dissipation Shield uses 1 :entropy, rounded up, for 3 damage. A 1 damage attack consumes the same 1 :entropy with a 3 damage attack. Every attack is calculated separately, and therefore, 24 attacks each with 1 damage consumes 24 :entropy, not 8 :entropy.
 - Dissipation Field (upgraded version) consume 1 random quanta for 1 point of damage.
 - These shields destroy themselves if the incoming attack would consume more quanta than what is left in the shield holder's quanta pool.

Lycanthrope | Werewolf 's ability is one-time use. The ability disappears once used.

Chaos Seed inflicts one of the following abilities to the target: Drain Life, Fire Bolt, Freeze, Gravity Pull, Ice Bolt, Infection, Lightning, Lobotomize, Parallel Universe (copy the creature to the spell user's field), Reverse Time, Shockwave, Sniper.
 - Chaos Power increases the attack and HP of the creature by a random value between 1 and 5.

Nova is a free card while Supernova is not; it costs 2 :entropy and generates the same amount.

Mutation
 - 50% : turn the target into an abomination.
 - 40% : turn the target into a mutant.
 - 10% : kill the target.
  (Mutating an abomination changes the 50% chance to 'turn the target into a mutant abomination')

 Improved Mutation
 - 100% : turn the target into a mutant.

 - A mutant looks like a normal creature but with 0~4 attack and HP boost, plus a random ability (Hatch, Freeze, Burrow, Destroy, Steal, Dive, Heal, Momentum, Paradox, Lycanthropy, Scavenger, Infection, Gravity Pull, Devour, Mutation, Growth, Ablaze, Poison, Deja Vu, or Immaterial) with 1 or 2 cost of the creature's element (except Scavanger, which is a passive ability).

 - Chimera, Fate Egg, Devonian Dragon, Scarab, Immortal, flying weapons, Ash, and Malignant Cell never appears as a result of mutation.

 - Hatching a mutant results in another mutant. Using Deja Vu of a mutant generates another mutant, except the new one receives the attack and HP boost based on the original mutant, not the original creature.

 - The mutant retains the passive status of its base creature. For example, a mutant Devourer consumes 1 quanta from the opponent to generate 1 :darkness, and using Reverse Time on a mutant Mummy gives a mutant Pharaoh.


Discord can only scramble around 10 quanta.

Antimatter used on a creature with negative attack power converts its attack back to positive.
 - Negative power attacks ignore most shields and heal the opponent.
 - Antimattered creatures still retain their attack-triggered passive abilities. For example, antimattered Puffer Fish still applies poison.
 - Antimattered Vampiric creature is a special case: the attack heals the opponent and damages the owner.
 - Dive doubles the amount of healing on an antimattered creature. However, the creature's attack goes back to its normal attack afterwards.

Pandemonium inflicts one of the following abilities to the targets: Drain Life, Fire Bolt, Freeze, Gravity Pull, Ice Bolt, Infection, Lightning, Lobotomize, Parallel Universe (copy the creature to the spell user's field), Reverse Time, Shockwave, Sniper.
 - NOTE : playing Pandemonium when there are too many creatures on the field could result in random errors because the server cannot handle too many changes within a short time period.




 :deathbig Death

Virus dies if its active ability is triggered, and the player is prompted to choose a creature to infect. Cancelling it does not bring the Virus back.
 Retrovirus dies and automatically infects all opponent creatures if activated.

Skeleton | Elite Skeleton does not trigger Boneyard | Graveyard when it dies. It does add Bonewall.

Bonewall is a collection of 7 charges initially. A single Deflagration or Steal only destroys one charge.

Mummy | Elite Mummy carries over all the status effects when Reverse Time is cast.

● Unlike normal infection, Aflatoxin infects the target for two poison charges, and the poison icon is much darker than normal. The creature becomes a Malignant Cell after death.
 - Malignant Cell is a 'Other' creature with no cost.
 - A new Malignant Cell has to wait a turn before creating another cell.
 - Malignant Cell creates another Malignant Cell, NOT the copy of itself[/u], when it attacks at the end of the turn, even if it does not do any damage. The new cell attacks immediately.

Deathstalker needs an attack buff to work properly. Use Chaos Power, Momentum, Blessing, or Nightfall | Eclipse.



 :gravitybig Gravity

Titan actually has 50 HP flown. An excellent target for Gravity Pull.

Gravity Pull only absorbs normal attacks from creatures. It does not absorb weapon attacks or momentumed creatures' attacks.
 - Gravity Pull cannot be lobotomized.

● There can be only one Chimera on the field at any given time. Playing another Chimera or using Parallel Universe simply replaces the former one. Lobotomizing does not solve this; it only removes the momentum.




 :earthbig Earth

Burrow halves the creature's attack power, rounded down. When the creature Unburrows, the new attack power is twice the attack power when the creature was burrowed.
 ex) 11|4 Shrieker burrows. It becomes 5|4. It unburrows. Now it has 10|4.

● A weapon with Enchant Artifact | Protect Artifact cast loses its immortality when flown.

Stone Skin | Granite Skin increases the maximum HP by the number of :earth left after subtracting the spell's cost. Therefore, using Stone Skin when you only have 2 :earth gives 0 HP.




 :lifebig Life

Rustler | Leaf Dragon's ability can be used multiple times a turn, as long as there is :light. However, it can only be used once per turn if targeted by Shard of Readiness (which makes the ability cost 0, therefore leading to infinite :life generation).

Heal does not increase maximum HP.  If you are missing more than 20 health, you will not heal the full amount.

Spine Carapace gains 1 defense point when upgraded, making it less effective for creature control (cannot kill creatures such as Ray of Light).

Emerald Shield | Jade Shield reflects the damage of Fire Bolt/Lance, Ice Bolt/Lance, Drain/Siphon Life, Lightning Bolt | Thunderbolt and Unstable Gas. Reflection occurs only once. Therefore, if both sides have reflective shields on, use the spell on your HP to reflect it toward the opponent.

●  Adrenaline allows the creature to act multiple times in a single turn. This means that the creature attacks multiple times and its passive ability also triggers more than once. Every successive attack deals 2/3 of the previous attack power, rounded up. Also, in terms of damage against no shield, 3 or 8 attack power serves as the best targets.

Initial Attack# of attacks#1#2#3#4Total Damage
1411114
2422228
34333312
43432-9
53542-11
63642-12
73753-15
83863-17
9293--12
102104--14
112114--15
122124--16
132135--18
142145--19
152155--20
- Adrenaline cannot be lobotomized.
- Quanta generating creatures generate quantum for every attack, with the exception of Devourer | Pest.
- Quanta drain and Venom (apply poison on attack) occur every other attack.
- Adrenalined creatures also recover from stall effects (Freeze and Time delay) faster.




 :firebig Fire

Fire Bolt | Fire Lance deals damage based on the Fire quanta left after subtracting the spell cost. There is no damage cap. This spell can attack the opponent's HP directly.

Fahrenheit has no damage cap.

Rain of Fire | Firestorm deals 3 damage to enemy players according to their order, instead of attacking all at the same time.
 ex) Opponent has a 1|1 Skeleton in slot 1 and 2|3 Vulture in slot 2. Using Rain of Fire does not kill both of them, since the Skeleton dies first and triggers Vulture's Scavanger passive, raising its HP by 1. Then, the fire hits and the Vulture survives with 3|1.

● You can only target your own creatures with Immolation | Cremation.

Rage Potion kills targets with 5 or less HP. (6 for Rage Elixir)

Phoenix | Minor Phoenix turns into Ash, a 0|7 creature when killed. Ash is not a standalone card, and it has the ability :fire Rebirth, which turns it back into a Phoenix | Minor Phoenix.
 If it were killed by the opponent, it has to wait a turn before using rebirth. If killed by the owner, Ash can revive the following turn.
 Note that Minor Phoenix has lower attack power compared to the unupgraded version. This is to use the card as a cheap but revivable immolation fodder or a good target for Fractal, etc.

 


 :waterbig Water

Ice Bolt | Ice Lance deals damage based on the Water quanta left after subtracting the spell cost. There is no damage cap. This spell can attack the opponent's HP directly.

Ice Shield | Permafrost Shield has 30% chance to freeze the attacking creature.

Purify removes all poison from yourself and adds 1 (2 if upgraded) Purify counter. This counter is anti-poison counter; for example, when you have 2 Purify counters and the opponents plays Poison, the two counters cancel out and you end up with 0.
 The healing is done at the end of the opponent's turn, same time as normal poison counters do damage.







- Work in progress

[/list]
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Offline icecoldbro

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173790#msg173790
« Reply #1 on: October 10, 2010, 02:11:58 am »
for example that when adrenilined devourer only steals 2 quanta instead of 4?

Offline moomoose

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173794#msg173794
« Reply #2 on: October 10, 2010, 02:15:29 am »
if you are losing a pvp duel with someone, you can disconnect on purpose and claim it is a desync.
moose dont say moo.

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173795#msg173795
« Reply #3 on: October 10, 2010, 02:17:29 am »
Graveyard doesn't produce a skellie when a skellie is eaten

Offline Bloodshadow

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173796#msg173796
« Reply #4 on: October 10, 2010, 02:18:07 am »
This is already done. Read the Advanced Rules of this article: http://elementswiki.co.cc/basics/rules-of-the-game/

No offense, but you're a Wiki Editor so you should know that the article exists already :P
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Offline Dragoon1140

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173802#msg173802
« Reply #5 on: October 10, 2010, 02:26:32 am »
This is already done. Read the Advanced Rules of this article: http://elementswiki.co.cc/basics/rules-of-the-game/

No offense, but you're a Wiki Editor so you should know that the article exists already :P
This thread is intended to be used in Newbie Tutorials section and the Wiki. There's a similar thread in Tutorials forum, but it is missing a lot of stuff, especially related to recently released cards.
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Offline GGTopic starter

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173809#msg173809
« Reply #6 on: October 10, 2010, 02:39:43 am »
This is already done. Read the Advanced Rules of this article: http://elementswiki.co.cc/basics/rules-of-the-game/

No offense, but you're a Wiki Editor so you should know that the article exists already :P
I know that. However, that article is pretty hard to read, especially since the creature/abilities stuff are all over the place without any sort of organization. In this post, I'm classifying those questionable cards by elements so that players can look up easily.
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Offline Glitch

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173828#msg173828
« Reply #7 on: October 10, 2010, 03:38:59 am »
 :lifebig Life

Rustler has an ability that may be used multiple times per turn.  However, when targeted by shard of readiness, it's ability may only be used once per turn.
 
Heal does not increase maximum HP.  If you are not missing 20 health, you will not heal the full amount.

Spine Carapace's upgrade makes it prevent one damage, making it less effective for creature control.

Adrenaline follows a complex formula for damage.  If your creature has 3 or less attack power, it attacks four times, dealing four damage each time.  If your creature has 4-8 attack power, it does three attacks.  The first one for full power, the next for 2/3rds power, and the last for 1/3rd power.  If it has 9-15 attack power, it attacks twice, the first attack is normal, the second is for 1/3rd attack power.  All fractions are rounded up.  Any attack-based effects, such as poison or devourer, only happen every other attack.

Offline GGTopic starter

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173835#msg173835
« Reply #8 on: October 10, 2010, 03:47:50 am »
:lifebig Life

Thank you for the contribution, gl1tch. Maybe could I ask all the masters/generals or anyone related to that element to post, then I compile everything? :D


P.S. I like your ladybugs.
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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg173839#msg173839
« Reply #9 on: October 10, 2010, 03:55:16 am »
P.S. I like your ladybugs.
You mean my mark of insects?

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg174073#msg174073
« Reply #10 on: October 10, 2010, 05:25:55 pm »
 :darknessbig Darkness

Devourer When hit by adrenaline will only drain 2 quanta per tur and it's burrow ability disregards nightfall/eclipses bonuses.
 
Vampire when in negative attack (due to antimatter) it will also heal the owner negative health (damage)

Nightfall/Eclipse Does not stack and when destroyed the creatures will lose the bonus they got. (if they had one life with nightfall in play and it's destroyed they will lose the 1hp bonus and die)

Dusk Mantle Actually blocks 90% of attacks :P (I actually disagree with people who say this but w/e)

Probably some I've missed

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Re: Hidden Rules of Elements https://elementscommunity.org/forum/index.php?topic=13771.msg174079#msg174079
« Reply #11 on: October 10, 2010, 05:42:56 pm »
 :life
an Adrenalined, animated Druidic Staff heals 5HPs every time it attacks, so a total 20HPs per round.

 :death
A Firebolt which deals multiples of 3 damage, (bc you have more than 10 fire quanta) aimed at the opponent, still destroys only one charge of Bonewall.
(I'd change this to nerf Bonewall)
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