Boz Universe

Elements

Every character is born to one element. It wakes in your first hour, at a cracked Nazar lens, where you choose it. Its moves are your magic.

The Elements window showing the four element cards
The Elements window. Press X or d-pad up.

The four

Fire

Pyromancy. Hits hardest. Fire Dart, Fireball, Ring of Fire, and a tree that leans to inferno, storm or combustion. Ember-iron is its metal.

Water

Hydromancy. The only element that heals. Water Whip, Mending Water, and in its tree Healing Tide and Deep Freeze. Tide-silver is its metal.

Earth

Geomancy. Raises walls of stone and shakes the ground. Stone Throw first, and in its tree metal, lava and sand. Deep-iron is its metal.

Air

Aeromancy. Throws foes back and carries you: Air Blast, Gust Dash, and in its tree storm wind, flight and spirit. Sky-iron is its metal.

Each people reads the elements its own way, and each has one it most often follows. It is offered first, never forced. Words of power float over your head in each element's old script.

Using your moves

ActionMouse and keyboardController (PS5)
Use the move on a number key1 to 6L1 + □ ✕ ○ △ R1 R2
Elements window: cards, nature, moves, keysXd-pad up
Element treeF4, or Trees in the windowThe pause menu: Skills, then Trees
Aim a move at the ground, in a cone or a lineThe mouse pointer on the groundYour target, or straight ahead
Pick a targetClick, Tab or FR3, R1

Your hands glow for a moment and the move goes off. Each move has its own cooldown. A new element puts its first move on key 1 (water and air also give a second on key 2); set the others in the Moves tab of the Elements window.

Skill and energy

Each element is a skill, and using its moves trains it. Stronger moves need more skill; Fireball needs 35 and Ring of Fire 50. Specialty moves, such as Lightning, Combustion, Deep Freeze and Healing Tide, also need their place taken in the element's tree.

Moves cost energy, an inner pool that fills quickly, and twice as fast when you stand still. More element skill, more Meditation and more Intelligence all make it bigger.

Nature

The world around you makes your element stronger or weaker. The Elements window shows how it stands right now.

  • Fire likes clear days, the daytime, and standing near a fire. Rain, storms and snow dull it.
  • Water likes rain, fog, snow, the night, and standing near water.
  • Earth likes standing near rock, and a little snow.
  • Air likes storms, wind, and open sky above you.
  • Your people's own hour of the day gives a little more.

Every move

Each element has eight moves or so. Higher ones need more skill; the ones marked Tree also need their place in the element's tree. Open an element for its tree and the full detail.

Fire: Pyromancy

MoveNeedsEnergyWhat it does
Fire Dart06A quick dart of flame.
Flame Wave1514A sweep of fire in front of you that leaves foes burning.
Fireball3518A ball of fire that bursts on its target and splashes those beside it.
Ring of Fire5022Fire bursts outward from you in a ring, throwing back everyone close.
LightningTree4022Lightning called down from the sky onto one foe.
Chain LightningTree6030Lightning from your hand that leaps to three more foes nearby, weaker each leap.
CombustionTree5028You make the air itself explode at a spot you choose.
Blue FlameTree7530Your fire burns blue: 40% more fire damage for 15 seconds.

Water: Hydromancy

MoveNeedsEnergyWhat it does
Water Whip06A lash of water that snaps a foe back.
Ice Spikes1514A row of ice spears bursts up in front of you and chills all it hits.
Mending Water012Glowing water wrapped round your wounds closes them.
Tide Surge3518A wall of water rushes out and sweeps foes away.
Healing TideTree4524Heals you and your pets and companions near you.
Deep FreezeTree5024Encases a foe in ice, unable to move or strike.
Root SnareTree4520Draws the water in the ground up as vines that grip everyone near you.

Earth: Geomancy

MoveNeedsEnergyWhat it does
Stone Throw08Tears a stone from the ground and hurls it.
Earth Spike1514A spike of stone bursts up under a foe and stuns it.
Stone Wall2516Raises a wall of stone where you choose. Nothing passes it until it crumbles.
Quake4022Stamp the ground and it shakes everyone near you off their feet.
Iron SkinTree4520Draws the iron in the earth over your skin: +15 armour for 20 seconds.
Magma PoolTree5526Melts the ground into a pool of lava that burns whoever stands in it.
Sand VeilTree4518A storm of sand round you: foes caught in it miss half their blows for 5 seconds.

Air: Aeromancy

MoveNeedsEnergyWhat it does
Air Blast06A punch of air that throws foes back.
Gust Dash108The wind carries you a long way in an instant; nothing touches you on the way.
Air Shield2016A whirl of air round you: half of all arrows and bolts are turned aside.
Vortex3520A whirlwind at a spot you choose drags everyone near it into the middle.
CycloneTree5530Sends a tearing column of wind along the ground in front of you.
WindwalkTree4514The wind at your back: half again as fast for 12 seconds.
Calm BreathTree5020A still breath that spreads: foes near you forget their anger for 8 seconds unless struck.

A second element

Once your first element reaches 70, you can take up a second in the Elements window. It trains at half speed and stops at 70. Your first element is who you are; the second is what you learned.