1. Basic Info
Type: Summon, Elemental
Moral Points: 0
Habitat: Free Fire Elementals look for places of heat and thus can usually be found in or near volcanoes or near magma pools deep underground. You will never find fire elementals out at sea, in cold climates, or out in the rain.
Appearance: A fire elemental can appear any way its creator desires with humanoid shapes being the favorite and hell cats being a close second.
Runic Element: Fire
Runic Element Information:
- Effects on Magic Damage: Double magic power for magic attacks done against those of the earth element.
- Effects on Magic Defense: 20% chance for immunity to fire and earth magic attacks.
- Supportive Effects: Automatically increase offensive powers (melee, bow, and throw) by 5.
2. Vital Stats
3. Armor Stats
|PR||0||0||Natural PR: 25|
|MR||0||0||Natural MR: 50|
4. Main Stats
|Stat Name||Stat||Race Max||Modifiers|
5. Secondary Stats
Jump Up: 5
Jump Across: 7
Jump Up: 10
Jump Across: 14
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|
|Pyromancy Magic||Able to cast any pyromancy 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
Most fire elementals want to return to the fire, seeking volcanoes and other sources of fire to return to. Some elementals are upset and go on rampages. If there is a large fire, a fire elemental is usually to blame.
Fire elementals cannot go through water and prefer to avoid it. They have access to any pyromancy spell. A fire elemental has a 5% chance of catching anything flammable nearby on fire. Anything flammable a fire elemental touches burns for a full round. A fire elemental’s attacks cannot be protected against by armor, unless the armor is made to protect against fire
elemental magic attacks. Contrary to belief, fire magic is simply absorbed by the fire elemental but does not regenerate the fire elemental’s HP.
Fire Elementals are immune to physical damages. Fire Elementals attack with a burning fist that does 1d20 extra points of damage and has a 20% chance of catching fire anything that is flammable.
1⁄4 pounds of Red Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of red glass.
1⁄4 pounds of Silver Ylem: Replaces Red Glass if successful luck check is lower than 5.
1⁄4 pounds of Ruby: Replaces Red 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:
- Pyromancy Empowerment: Your magic power is doubled for pyromancy spell casting.
- Increased Offense: Your melee power, bow power, and throw power is increased by 20
- Attack Action Increase: You gain +1 Attack Actions