1. Basic Info
Type: Summon, Elemental
Moral Points: 0
Habitat: Free water elementals live near, or in large bodies of water or rivers, as long as they are not overgrown with plant life. Water Elementals have often been found within submerged wrecked ships and flooded ruins.
Appearance: Water is constantly flowing and devoid of constant form. The water elemental is no different, although it is capable of supporting itself in a blob-like state indefinitely and any other shape it desires for brief periods of time.
Runic Element: Water
Runic Element Information:
- Effects on Magic Damage: Double magic power for magic attacks done against those of the fire element.
- Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.
- Supportive Effects: 20% chance for poison immunity.
2. Vital Stats
3. Armor Stats
|PR||0||0||Natural PR: 25|
|MR||0||0||Natural MR: 50|
Immune to physical damage; receive double magical damage
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|
|Aquamancy Magic||Able to cast any aquamancy 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
Water Elementals hate to be disturbed. Any non-water aligned creature or non-aquatic animal that enters its designated territory soon finds itself assaulted by an angry elemental. Retaliation ranges from outright attack to inexplicable rainstorms that chase the being away. Most water elementals avoid areas of heavy plant life and have been known to disappear if left by plants for too long.
Water Elementals attack either with a slamming wave or by attempting to drown their victim. They are impossible to damage without magic and have a strange aversion to plants, especially exposed roots. They are capable of using any aquamancy spell.
1⁄4 pounds of Blue Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of blue glass.
1⁄4 pounds of Teal Ylem: Replaces Blue Glass if successful luck check is lower than 5.
1⁄4 pounds of Sapphire: Replaces Blue 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:
- Aquamancy Empowerment: Your magic power is doubled for aquamancy spell casting.
- Increased HP: Your HP is increased by x 1.5
- Magic Action Increase: You gain +1 Magic Actions