Earth Elemental

Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

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: Increase magical damage done against those of the air element by +10. Decrease magical damage done against those of the fire element by -10.
  • Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.
  • Supportive Effects: 20% chance to decrease physical damages by half.

Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 100 100  
 EP 100 100  

Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 25
 MR 0 0 Natural MR: 50

 50% chance of weapon getting stuck in elemental

Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 50 95  
Mental 50 95  
Strength 50 95  
Luck 50 95  
Will 2 10  

Secondary Stats

Stat Name Stat Modifiers
Influence 2  
Perception 35  
Weight Limits Carry:  N/A
Lift 1H:  N/A
Lift 2H:  N/A
Success Points 6  
Failure Points 4  
Move Rates World:  5
Area:  50
Battle:  8
Area Ranges Throw:  5
Jump Up:  5
Jump Across:  7
Battle Ranges Throw:  10
Jump Up:  10
Jump Across:  14
Aim 45  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Initiative 5  
Evade 50 Slow Creature Penalty: -50
Offense Melee:  5
Throw:  7
Bow:  3
Critical:  50
Magic Stats Magic Power:  5
Critical:  50
Magic Power: +10

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 1: 90
Tier 2: 70
Tier 3: 50
Tier 4: 30
Tier 5: 10
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 rd damage 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.

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.

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