Water Elemental

Basic Info

Type: Summon, Elemental

Alignment: neutral

Moral Points: 0

Build: N/A

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

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

Immune to physical damage; receive double magical damage

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  
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
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 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

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.

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