1. Basic Info
Type: Summon, Elemental
Moral Points: 0
Habitat: Wild Earth Elementals are all over the place and most people don’t even recognize them. They range from ‘moving islands’ to ancient hills and mountains. It is uncommon to see one actually moving about.
Appearance: They appear however it’s creator wishes it to appear, although composed of whatever earth materials were available at the time. Earth Elementals tends to shift to a hillock kind of shape over time, eventually becoming low, almost flat and losing their limbs.
Runic Element: Earth
Runic Element Information:
- Effects on Magic Damage: Double magic power for magic attacks done against those of the air element.
- Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.
- Supportive Effects: 20% chance to decrease physical damages by half.
2. Vital Stats
3. Armor Stats
|PR||0||0||Natural PR: 25|
|MR||0||0||Natural MR: 50|
50% chance of weapon getting stuck in elemental
4. Main Stats
|Stat Name||Stat||Race Max||Modifiers|
5. Secondary Stats
Jump Up: 5
Jump Across: 7
Jump Up: 10
Jump Across: 14
|Evade||50||Slow Creature Penalty: -50|
Magic Power: 5
|Magic Power: +10|
6. Skills & Abilities
|Skill or Ability||Effect||Stat & Action Cost||Range & Area||Duration||Skill Points to Skill Mastery||Skill Mastery|
|Geomancy Magic||Able to cast any geomancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5%||depends on spell||depends on spell||depends on spell||N/A||
Tier 6: 5
|Magic Absorb||Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.||1 /3 rddamage to SA||self||instant||1 skill point =
2 skill mastery %
|Magic Redirect||This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action.||N/A||spell's range||instant||1 skill point =
2 skill mastery %
|Magic Store||This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.|
7. Combat Notes
Earth Elementals are stubborn beings that wish to rejoin with the world and often sleep themselves into oblivion to do just that.
They tend to wade into combat with their fists swinging. Those rare few built to resemble animals or to be holding weaponry are less dangerous than those who use their fists. Fully half the blows struck against them glance off their earthy forms harmlessly or pass through like passing through mud, with a 50% chance of getting stuck. Those hit by an Earth Elemental’s
fist must resist being stunned for three rounds. A slain Earth Elemental disintegrates into it’s component dirt.
1⁄4 pounds of Green Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of green glass.
1⁄4 pounds of Black Ylem: Replaces Green Glass if successful luck check is lower than 5.
1⁄4 pounds of Jade: Replaces Green Glass if successful luck check is 5 and greater but lower than 11.
There is no monetary or equipment reward.
9. Companion Benefits
When summoning the elemental, this elemental will provide the following benefits:
- Geomancy Empowerment: Your magic power is doubled for aeromancy spell casting.
- Increased Defenses: Your PR is increased by 20 and physical damages are reduced by 25%
- Magic Action Increase: You gain +1 Magic Actions