Classes

Epitome Elementalist

Advanced nature magic: Ancient Elements damage or Arcane Path of Balance.

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Elementalist Class Guide

Elementalist is the second advanced class on the Epitome Steam page, paired with Necromancer. You do not create it beside Warrior, Ninja, and Shaman on the advertised starter screen. You unlock it later by developing Morality Metrics in specific ways. Epitome is still Coming soon as a free-to-play Windows MMORPG from Epitome P.S.A. This page is the elemental kit, not a live raid guide.

Steam says Elementalists harness the forces of nature and wield both one-handed and two-handed weapons. That weapon line matches Warrior more than Shaman. The magic is in the paths: fire and wind for damage, holy orbs and a water guardian for mixed support.

Unlock timing

Read the Morality Metrics guide for the unlock loop. This article will not invent a numeric threshold Steam has not published. Plan a starter you will play. Elementalist is a destination. Pre-alpha Necromancer-as-create is a test-build note on the Necromancer page. Steam does not currently describe Elementalist as a fourth or fifth create tile. Do not expect an Elementalist button next to Warrior on day one.

The class picker asks whether you want a day-one create or a long unlock. If you answer unlock, it should still send you back to a starter so you have something to play. Elementalist without a starter plan is a poster on the wall.

Weapons: one-hand and two-hand

Unlike Necromancer’s one-hand-plus-magic-items line, Elementalist is allowed both light and heavy weapons in the Steam text. You can picture a one-hand caster stance or a two-hand commitment. The paths then decide whether that steel is a delivery system for Infernal Breath or a bodyguard next to Holy Protection.

Until numbers exist, pick the weapon length that matches how close you already like to stand on Warrior footage. Elementalist is nature magic, not a rule that you must stand at max range. Infernal Breath turns a hand into a flaming blaster, which is still a close-to-mid tool in the way Steam writes it.

Arcane Path of the Ancient Elements

This is the damage path. Steam names Infernal Breath and Fury of the Winds.

Infernal Breath turns your hand into a flaming blaster. That is a directed burn, not a gentle DoT sword. Fury of the Winds summons a tornado that damages enemies. Ancient Elements is the “I am the weather” route: a cone of fire and a storm you drop on a pack.

If you chased Elementalist because you wanted to look like a disaster, this is the path the store page wrote for you. Disaster kits fail when you aim them at empty ground. A blaster into a single scout is a flare. A tornado behind the fight is landscaping. Ancient Elements wants bodies in a shape you can read.

Arcane Path of Balance

Balance is the support-and-defense path. Steam names Holy Protection and Hydrosoul Guardian.

Holy Protection creates orbs that heal allies and harm enemies. That double job is the point. You are not a private medic. The same orbs are a problem for people who walk into them. Hydrosoul Guardian defends you and attacks nearby foes. Balance is the path if you want a protective identity that still contributes damage without becoming Ancient Elements weather.

Compare this honestly with Shaman Path of Light. Light has Blessing resistance and Luminous Howl. Balance has orbs and a water guardian. They are not the same buttons. If you only wanted “help the party,” you may not need to wait for Metrics. If you wanted orbs that bite and a guardian that hits back, Elementalist is the later door.

Place in the roster

Necromancer Decay is a DoT sword and a shadow lance. Ancient Elements is fire and tornado. Do not merge them into a generic “caster DPS” label. Shaman Darkness summons a dark dragon. Blood summons a Dark Knight. Balance summons a Hydrosoul Guardian. Pet is not a class.

Faction still sits on Aria versus Zetia. Nature magic does not auto-enroll you with every Archon or with Zethar. Read Archons and world lore when you pick a banner. Rankings for unfinished advanced paths live on the tier list hub.

The useful Elementalist plan before Steam launch is a sentence, not a spreadsheet: I will play this starter, I will chase Metrics toward Elementalist, and I already know whether I want a flaming blaster or orbs that heal and hurt. This page exists so that sentence can use the real Steam names — Infernal Breath, Fury of the Winds, Holy Protection, Hydrosoul Guardian — instead of a comment-section nickname for a class you cannot create yet.

FAQ

Frequently Asked Questions

Straight answers for wishlist, classes, and pre-alpha questions.

How do I unlock Elementalist?

Steam says advanced classes unlock by developing Morality Metrics in specific ways. Start with a Warrior, Ninja, or Shaman create, then follow the [Morality Metrics guide](/guides/morality-metrics/).

Does Elementalist use two-handed weapons?

Yes. Steam says Elementalists wield both one-handed and two-handed weapons, unlike the Necromancer’s one-hand plus magical items line.

Ancient Elements or Path of Balance?

Ancient Elements is damage: Infernal Breath and Fury of the Winds. Balance is support and defense: Holy Protection orbs and Hydrosoul Guardian.

Is Elementalist a starter class?

No. Steam starters are Warrior, Ninja, and Shaman. Elementalist is advanced. Pre-alpha Necromancer create options do not make Elementalist a fourth starter either.