OverviewEver since the beginning of time, players of the pastime "Elements the Game" have wondered about it's origins and details, with users writing interpretations ranging from small creature descriptions to full story with original characters like 12 Realms. The Codex Elementia here, on the other hand, serves to document the battle system of Elements the game, and by extension, it's combatants.
GeneralAn Elemental battle takes place in 2 "realms", 1 for each elemental. Creatures they summon only manifest in the opposite plane, and spells work on appropriate targets of either "Realm".
In order to manage your own troops, creatures not within in your realm are projected as magical holograms in your realm. For spell casting and weapon combat, Elementals can 'shift' into their opponent's realm for direct attacks.
Permanents are set up in a base-like fashion behind your creatures, hence why most aren't involved. The hand and deck can be represented in any way that is comfortable to the user, but you must have some sort of sound cue connected to casting any card onto the field (usually a chant or incantation), hence why Silence works.
Creature abilities are cast by the creature themselves, which is why Lobotomy is required to stop them instead. Permanents have a magical gun-like "trigger" that casts their preset spell, with quanta being their 'ammo' (literally so in the case of Eagle's Eye). The "cards" themselves can be anything from mental projections to giant stone tablets, with each 'card' having an energy ID specifically based on it allowing owners to recall cards they have not used for a while. Quicker ID-recalls will summon a physical card with some quick 'reminders' for the physical or sound-based incantation needed.
Card Legalization SystemMost players are resigned to using cards only implemented by Zanzarino in legal battles. PvP Organizers attempt to add more interesting twists to their events in order to alleviate the boredom of straightfoward battles.
When a card change occurs, Zanz alters the core mage ID of the card, which in turn affects all copies of the card in existence.
Card Ideas follow a specific creation procedure that involves a rather easy-to-learn magical process. Most of the cards are considered outside the legal system until Zanz 'approves' one (or puts a Card Idea into the game), which has led to a heavy slew of non-legalized card ideas being designed. More ambitious elementals will use these designs in actual battle, create new 'elements' entirely, and occasionally recreate old copies of the former cards.
Elders / Half Bloods / False GodsElders are usually minor champions that have grown in power long enough to be frequently challenged by most elementals. They are still mostly on par with the average elemental and thus are easily defeated.
Half Bloods are elementals who have tapped into additional raw power in the world and are well known for brining an unpredictable slew of cards. They have mastered the ability to convert cards as quickly as needed but do not contain the raw power of an FG.
False Gods are actually part-deity, despite their non-indicative name. They have learned to "synchronize" with the Zanzarino Conduit, a special energy circuit that directly links of the magical code of the card. This allows them to generate additional copies of certain cards that align towards their affiliated elements or Elements at birth. However, they exhibit little variance due to having chosen to master the raw power of the Conduit instead of the ability to quickly convert cards like Players and Half-Bloods do. While the False Gods loosely allude to themselves as a unified faction, they are still a group of widely ranging moralities, objectives, and thoughts, which means it is very likely for them to pick fights with each other. Some individual such as the Usurper and the Three Sorcerers of Yggrisalis attempt to exploit this conflict and kill the warring FGs, only to be compounded by other entities such as High Priestess Rozinanza and the Oracle, who believe the False Gods help maintain a balance in this world's conflict.
The ArenaA combat based Neutral ground for All Elements, the Arena serves as the testing ground for PvP skills. The area is divided into 4 sections -
Duels, Unupgraded, Upgraded, and Challenge.Duels represent the casual PvP of the game - players can challenge each other under the legal format with as many/few restrictions as they want. In an effort to further organize these duels, a Duel Organizer is usually elected to manage this section and encourage people to register their profiles for the purpose of tracking skill.
Unupgraded and Upgraded allow elementals to engage in random fair fights against each other using legalized decks. While this section is regularly maintained and repaired, there is no specific overseer assigned to this area as the idea is to provide quick entertainment. Unfortunately, some combatants intrepret that lack of authority there as an opportunity to play dirty and taunt the players that follow the rules.
Challenge functions as the section of the Arena where players can obtained the somewhat-coveted shards. In this area, a player can upload his Profile with a randomly-selected card as the "motif" of his deck. This profile will be ranked based on the Player's current score and skill within the Arena - when a player decides to challenge a certain rank, a profile will be randomy selected from this level and used as an opponent. To prevent more skilled players from taking too much advantage of the limited intelligence of the magical projections, uploaders are also allowed to select "points" to invest their profile projection to be more like a False God or Half Blood - the more points invested, the stronger the projection will be.
Feel free to post your thoughts on this interpretation of the World of Elements. If you're interested in creating your own interpretation of ETG's battle system, feel free to take a look at this :
http://sync.in/theoryofelementalbattles .
Hope you enjoyed reading it. ^^