Beasts
Back to The Classes of Skure
   Skure has its bountiful supply of indigenous species, some invasive, mostly native, especially the black bears and panthers of the southeast forested regions. Beasts small and large, grounded and flying, have come across the various shards belonging to Nexus and Voleron. Through curiosity, many have grabbed, touched, or even eaten the shards, giving them great intelligence and power, and a noticably large size. With this heightened state, many of the beasts have joined the ranks while others roam around on their own. Some creatures of the oceans swam upon a shard or two. They have been unable to join either side because of their lack of mobility on land or in air.
    Not included in the mobile animals of the plains, forests, and mountains are the elementals from the few areas which they reside: Fire of the volcanoes and forests ablaze, Earth from the mountains and hillsides, Water from the lakes and rivers, and Air from the storms and winds. Elementals were previously just a condensed form of energy in The Hunting Grounds. Now they are a force of their own, for many of the elementals have used their powers to aid both Nexus and Voleron. They consider themselves servants giving thanks for their new awarenesses. Nexus thanks them in turn; Voleron forces them to fight to the death.
Mammal
Black Bear
   Black bears are relatively more common than the other mammals listed below. Their size and strength has allowed them to survive for hundreds of thousands of years. The black bears of Skure have marked differences in appearance and attitude compared with those we know on Earth. Black bears of Skure, the ones who have taken the shards, are much larger. A black bear would be about a large as an Earth grizzly bear when fully grown. They are menacing beasts. But the black bears of Skure are quite peaceful animals, almost shy. The humans of The Kingdoms looked up to the black bears as symbols of longevity (they live to be well over 80 years old) and honour. This kind treatment of black bears has bestowed upon them a kind attitude towards humankind in Skure. For this, they readily join the forces when they have the opportunity.
    Black Bears have high statistics in all categories but speed. They are extremely strong, enough to stun their enemies upon a heavy hit. Their roar is so loud that many are unable to move for some time after being blasted with it. This makes black bears excellent front line warriors. Their ties to Darlow and, now, the shards of Nexus and Voleron, brings them the gift of resistance to both magic and curses. They are, to be said lightly, innocent in the eyes of the world.
    The big furry monsters can be of any alignment, although they are notably fewer evil black bears than those of neutral or good nature. There is no difference in appearance between the alignments. There is a definite change in attitude. Good black bears are more social and less shy than the neutrals, while the evil ones are mean. Black bears are very strong, but take a long time to grow. They stay equally strong thoughout their lives.
HP: Very High         Attack: Very High        Defense: High        Speed: Slow        Movement: Slow
MP:
None         Level Rate: Very Slow           Movement Type: Ground
Promotions:
Grizzly (Level 15+), Polar Bear (Level 15 or 25+ with Psycho Symbol and Element Orb)
Resistances:
Uncursable (33%), Magic (-20%)                                          Weaknesses: None
Specialties:
Stun (30% - S8), Stunning Roar (20% - S8)
Panther
   Where there are trees, there are cats of the night, and panthers take this niche as their own. Swift and deadly, panthers are the mammalian beast equivalent of the human thief class with extra offense. Their stealth ability along with their speed makes them dangerous foes, the hunters of the forests. There is a concentration of panthers in the south forests of Skure where Ruozi used to reside.
    Unlike the panthers of Earth, those of Skure are a longer and a little sleeker. Pure black fur and piercing eyes, panthers mainly keep to themselves. They are aggressive towards adversaries but tend to leave humans alone. Panthers are fairly difficult to find, though they are not in few numbers. Like the black bear, they also have resistance to curses and magic, blessed to them by the shards. Panthers are certainly the most cunning of the beasts. This pushes them outside of the regular social circle in many situations. Nevertheless, they do show that they make good rear-guard sneak warriors.
    Panthers can be of any alignment with no real trend towards any. Evil panthers are more aggressive, good panthers are friendlier, while the neutral ones, as they were prior to finding the shards, are very shy. Panthers progress to become steadily stronger in their lives.
HP: High         Attack: High        Defense: Normal         Speed: Fast         Movement: Very Fast
MP:
None        Level Rate: Normal        Movement Type: Climb
Promotions:
Night Panther (Level 15+), Stalker Lion (Level 15 or 25+ with Psycho Symbol, Dark Jewel)
Resistances:
Uncursable (33%), Magic (-20%)                                           Weaknesses: None
Specialties:
Stealth
Wolf
   The smallest of the mammals, wolves are also the most common in many parts of Skure and even in areas of the Dal'r Desert, where they appear almost more fox-like with golden fur (a very valuable commodity in the former kingdoms, unfortunately). Those of the plains are gray or black and the wolves of the polar regions are a brilliant white. Wolves in Skure are quite a bit larger than Earth, equivalent to the size of a cougar. They are shy when left alone but ferocious when approached, for they do not take very kindly to humanity, which has hunted them since back to the stone age. This attitude varies however. Whereas the wolves of the Dal'r Desert are quite aggressive, the arctic wolves of the cold north polar regions especially are almost benevolent in their attitudes towards humans. They have seen many humans suffer in the cold regions have taken pity on them by lying down on them during a storm to keep them warm.
    The wolf class is most definitely its own, with good offense and excellent speed and movement. The shards, as for the other mammals, have given them resistance to both curses and magic, and, combined with the wolf's more aggressive nature, the specialty of bloodlust. Once wolves have struck a blow, they feel compelled to do so again, and again. For this they make good support warriors.
    Wolves can also be of any alignment, but this varies highly on their nature. Wolves of the plains and forest of southern Skure, namely the black and gray, can be evil, while the ones of the polar north and south can be only good. Dal'r Desert wolves can be of any alignment, but tend more towards neutrality. Wolves start off a little weak because of their low defense. They grow quickly and this helps them to become stronger later.
HP: Normal        Attack: High        Defense: Low        Speed: Very Fast         Movement: Very Fast
MP:
None         Level Rate: Fast         Movement Type: Ground
Promotions:
Dire Wolf (Level 15+), Arctic Wolf (Level 15 or 25+ with Element Orb)
Resistances:
Uncursable (33%), Magic (-20%)                                    Weaknesses: None
Specialties:
Bloodlust
Cougar
   Cougars are the most unpredictable of the mammals, sometimes aggressive, sometimes passive, sometimes friendly. They are common in areas of northern Skure and the Death Mountains, where they rampaged in large numbers before The Hunting Grounds dispersed. Cougars of Skure, like all of the other mammals, are larger than they are on Earth. Cougars of the mountains are a light brown, almost golden colour. The ones of the plains are a little darker.
    With high stats across the board, cougars make good front line fighters, and not only for that reason. Cougars don't like being hit very much and tend to become extremely angry against those that do so. This has given them the specialty of rage. Hit a cougar, and you'll regret it. They become nasty, stalking those that hurt them to return the favour. A few encounters like this with humankind has made humans somewhat fearful of cougars, even though it was they, themselves, who dealt the first blow. Cougars are very loyal animals. Humans in the past have had them as guards, for they are very alert creatures. While certainly not as agile as the panther, the cougar is more willing to put its life in danger.
    The cougar can be of all three alignments. In terms of appearance, evil cougars generally originate from the west mountains and southern plains - they have darker fur. Cougars of good nature have much lighter fur and finer teeth. They progress steadily to remain one of the stronger beasts of Skure.
HP: High         Attack: High         Defense: Normal         Speed: Fast        Movement: Fast
MP:
None        Level Rate: Normal          Movement Type: Climb
Promotions:
Tiger (Level 15+), Sabre-Tooth (Level 15 or 25+ with Psycho Symbol)
Resistances:
Uncursable (33%), Magic (-20%)                                Weaknesses: None
Specialties:
Rage (40%), Bloodlust
Rhino
   By far the rarest of the mammals, the rhino is an interesting species that live primarily in the Dal'r Desert, concentrated in the east where it is not too dry. Again, rhinos in Skure, like every other mammal, are slightly larger than we know them to be on Earth. They range from gray to white in colour and have an enormous horn on their nose which accounts for both their high offense and excellent defense. They are very, very shy creatures, rarely facing a confrontation. Humans have more or less left them alone, for they are too large to hunt. And...a charging rhino (they have the heavy charging specialty) is certain doom for an unfortunate potential poacher.
    Rhinos make great leaders despite their passive nature, such that they are great leaders for charging in first. Any team with a rhino should allow it to charge in, head first (literally) to strike an initial blow. Their bulk allows them to take a lot of pain; it also makes them somewhat susceptible to the forces of earth, for rhinos are very slow when they are not charging. With high endurance, defense, and the resistances to spells and curses, they are probably the hardest class to knock down in battle.
    As with every other mammal, rhinos can be of any alignment. The evil ones are more aggressive and violent while the rhinos of good are friendlier and less shy. They start off very strong and tend to weaken because of their very slow progress. But, as with all slowly progressing classes, their elder years afford them with great strength - the mammoth is comparable to some of the dragons in strength.
HP: Very High        Attack: High        Defense: Very High         Speed: Slow        Movement: Awful
MP:
None         Level Rate: Very Slow          Movement Type: Ground
Promotions:
Elephant (Level 15+), Mammoth (Level 15 or 25+ with Jewel of Truth and Psycho Symbol)
Resistances:
Uncursable (33%), Magic (-20%)                                      Weaknesses: Earth (+50%)
Specialties:
Super Defense, Heavy Charging
Flyer
Giant Bat
   Don't allow the name of a seemingly regular creature fool you. Giant bats are vampires of great power locked into their animal-like form. When the Hunting Grounds disappeared after Darlow died, vampires lost their power and fell into an unintelligent form of life that conformed exactly to their transformed appearance - giant bats. Their power is locked within them until they grow strong enough to break the bonds that hold them to their shape. Over the time period between the disappearance of the grounds and the present, some of these giant bats have spread out to become a natural part of what remaining ecosystem Darlow has. These giant bats have become neutral. The remainder are evil. In conclusion of this, giant bats cannot be good.
    They have a wingspan of about 5 feet, about the size of a heron or a stork. They have dark fur, ranging from blood red to brown to black, and two noticable fangs. Their eyes are perfectly round and black; evil bat eyes glow red. Other than that, they are as bat-like as those on Earth. In other words, they are very little like those on Earth other than having the body structure.
    Giant bats are the only class that realize their true potential after their promotions. Before that, they are relatively weak. With speed and a bit of magic as their only real defense, they have to rely on their two specialties to do real damage. They have a bloodlust, by their very nature, and their long past "lives" as vampires bestow them with the ability to drain life with their bite, thereby gaining stamina upon a hit.
    As stated earlier, giant bats cannot be good, and are often more evil than neutral. Realize, as a player, that by choosing this class that the long term is the key. Until giant bats grow into vampires, they really are not much of a match against most classes. But when they do promote, they become extremely powerful. Vampires are renowned for being proficient in numerous fields.
HP: Normal         Attack: Normal        Defense: Low         Speed: Very Fast         Movement: Fast
MP:
Low (2 Mage component)       Level Rate: Fast          Movement Type: Fly (Low, Mid)
Promotions:
Vampire (Level 15+), Vampire Lord (Level 25+ with Eye of The Dead)
Resistances:
Dark (-50%)                                          Weaknesses: Light (+50%), Fire (+50%)
Specialties:
Bloodlust, Life Draining (35%)
Roc
   Noble and magnificent, a creature that can only be admired, the roc is a very rare species indeed. Humankind has forever recorded that rocs never once attacked them for food or any other purpose, and for this, they are looked upon as friends and protectors. Hassite scholars believed Nexus gave the species a piece of its own essence to watch over Darlow. The roc is an enormous bird that resembles a bald eagle. One would think that it would be the predator of the skies. Instead, it is more of a guardian, for the roc has a disdain for evil and darkness by its very nature. Their amazingly fast movement speed allowed them, in the past, to migrate to avoid the effects of The Hunting Grounds. As a result, none were corrupted, and rocs cannot be of evil alignment. Myths have rumoured that rocs aided in warding off dangerous enemies of the tribes many generations ago.
    Statistically, they are excellent warriors with fantastic movement, and, to top it off, they fly at all heights. With heavy charging and a shriek that can deafen their foes, rocs make perfect front line leaders at the beginning of a fight. They have a weakness to air only because it counteracts their ability to fly.
    It should be noted that, even though the level rate is classified as "very slow", they are about as close to progress speed as dragons (the slowest of all classes). It should also be noted that rocs are strong throughout their lives, and the phoenix class is very very powerful. Rocs readily join The Followers, even if they are neutral.
HP: Very High         Attack: High         Defense: Normal        Speed: Slow        Movement: Extreme!
MP:
None        Level Rate: Very Slow          Movement Type: Fly (All)
Promotions:
Giant Roc (Level 15+), Phoenix (Level 15 or 25+ with Element Orb, Jewel of Truth, and Blessed)
Resistances:
None                                                     Weaknesses: Air (+50%)
Specialties:
Stunning Roar (20% - S8), Heavy Charging
Wing-Eye
   Darlow's evolution has surely done some interesting things, this creature being one. The wing-eye can be described as a bat with talons and a single, enormous eye for its body. The creature has a wing-span of no more than 3 feet and has a remarkable intellect when taking into account that the species is part of the world of the "uncivilized". They have various coloured wings ranging from light red to light blue, and sometimes green. They emit a strange "hoot" like sound that is almost identical to Earth owls, adding to their mysterious and dark appearance. Wing-eyes prefer the night. Oddly enough, wing-eyes were never encountered before Darlow's dark demise, which gives fuel to theories that they developed out of the chaos thereafter. From where, nobody knows. Regardless, even rare, wing-eyes get around.
    All in all, they are flying clerics with a couple of unique abilities. Their magic power comes from unknown forces, but their most devastating ability is their stare. A good clawing followed up by an eye-to-eye stare from a wing-eye can turn a most unfortunate adversary to stone. The petrified victim can break out of their encasement, but it can take a long time, and a critical hit upon a petrified victim instantly destroys them (breaks them into pieces). So, wing-eyes, despite their small size and passive nature, are  feared by all creatures.
    Wing-eyes progress quickly because of their above-average intelligence; they can also be of any alignment. Evil wing-eyes are always red in colour with thicker talons. Good wing-eyes are a lighter shade of red or blue. Neutral ones can be of any colour.
HP: Normal        Attack: Normal        Defense: Low         Speed: Very Fast        Movement: Normal
MP:
Normal (2 Clerical components)        Level Rate: Fast          Movement Type: Fly (All)
Promotions:
Gold Wings (Level 15+)
Resistances:
Poison (-100%), Paralyze (-100%)                                  Weaknesses: None
Specialties:
Petrify (30%)
Arachnid
Spider
   Rising from the caves and forests of Skure and the sand dunes of the Dal'r Desert, giant spiders come in many different forms. Young spiders starting their adventures resemble wolf spiders about 4 feet wide and 4 feet long with fangs close to half a foot in length - very deadly. Giant spiders were feared throughout the former human kingdoms, a misplaced but somewhat understandable view. The spiders of Skure are calm creatures, hunting critters only smaller than them for food, giving equal ignorance to humankind as was given to them.
    Arachniphobia aside, giant spiders make formidably irritating fighters. Their statistics are not strong, by any means. It is their special abilities that make them dangerous. Spiders have the strongest poison effect of any class in Skure, accumulating continuous damage each time they strike a blow that is successful in inflicting the ailment. Their long fangs can also gore their opponents. These two abilities combined can be very dangerous to enemy forces who do not have clerics to heal such ailments. One bite from the spider can continuously sap an unfortunate enemy for the rest of the battle until death. For this, spiders are fantastic support warriors. Note that spiders are really not fond of fire.
    Giant spiders can be of all three alignments and differ markedly in both appearance and attitude. Good spiders usually come from the desert or the northeast and are more fuzzy with either pure shiny black or light gray hair. Neutral ones are usually gray, coming from the central forests. Evil spiders come from the far southern forests, generally, and have less hair and are usually brown or dull black with noticably longer fangs. Spiders start off mediocre and become very strong as they progress because their specialties increase in strength.
HP: High        Attack: High         Defense: Low        Speed: Slow         Movement: Slow
MP:
None         Level Rate: Normal         Movement Type: Climb
Promotions:
Black Widow (Level 15+), Tarantula (Level 15 or 25+ with Royal Honey)
Resistances:
Ailments (-33%)                                                     Weaknesses: Fire (+50%)
Specialties:
Poison (50% - 2 damage + 1 every 2 levels), Goring (50% - S6)
Scorpion
   While spiders take to the forests, scorpions live in the marshes, and the two occasionally meet up at the Dal'r Desert, sometimes fighting, mostly just ignoring each other, rarely interacting. Scorpions are a good 6 feet in length and 3 feet in width with large claws and an enormous stinger. They range in colour from a dull yellow to a crisp gray to a jade green to dead black. They were feared in the past by the kingdoms and were usually avoided because of their size. Scorpions are actually very shy and hardly ever provoke encounters.
    With regards to statistics, they are much like spiders with lower endurance, made up by their slightly more protective shell, raising their defense. They have the same natural resistances to ailments and their liking of the desert and the heat makes them susceptible to the cold. Their poison is not as effective as that of giant spiders, but their sting has an alternate effect of paralyzing victims. This can be devastating, for breaking out of the effects paralysis is difficult, and without a priest on the opposing team, they may find themselves one member short in very little time.
    The stinging arachnids can be of any alignment with noted differences in each. Good scorpions are usually gray or yellow in colour and definitely more slender than those of other alignments. Neutral scorpions can be of any colour, but are usually gray or green. Evil scorpions are dark gray, dark green or dead black with thicker claws and a shorter tail. This class progresses at the identical rate equal to spiders, starting off at modest strength and becoming more powerful due to their specialties.
HP: Normal         Attack: High        Defense: Normal        Speed: Slow         Movement: Slow
MP:
None         Level Rate: Normal         Movement Type: Climb
Promotions:
Desert Scorpion (Level 15+), Mozusaur (Level 15 or 25+ with Royal Honey)
Resistances:
Ailments (-33%)                                                   Weaknesses: Cold (+50%)
Specialties:
Basic Poison (35% - 2 damage + 1 every 3 levels), Paralysis (35% - S6)
Insect
Locust
   One would figure this to be a strange critter to be condensed into a playable class. The truth is that all insects, for their size, have great strength. Giant locusts are about the size of a wolf on Earth, making that strength of their's powerful indeed. Giant locusts are generally habitants of the vast plains of Skure and a few areas of the western Dal'r Desert. They have a unique set of characteristics that will be mentioned later.
    In terms of statistics, they pose nothing mighty. Their status as insects in combination with the power of the Nexus and Voleron shards gives them partial resistance to all ailments, including the one that they inflict - sleep. The bite from a locust carries along with it a strange venom that has the effect of relaxing its victim to the point of exhaustion. They fall asleep. Left alone, they can do nothing, and the locust and its allies are free to take on new challenges. For this, locusts are good for support. Their low speed and defense make them a little susceptible to physical hits. This disadvantage is less pronounced over time.
    Appearances are markedly different based on the alignment of this creature, but in any case, locusts are quiet animals and emotionally rock-like. Even the prospect of imminent death does not deter them from the goal. Evil locusts are always a dark brown with big gray eyes, for they come only from the southern plains. Neutrals originate primarily from central Skure and the southwest Dal'r Desert and gray or dark beige respectively. Good locusts are a lighter shade of gray or beige with bright yellow eyes; they come from further north. Locusts, by themselves, are a nuisance more than anything else. They make good team members and support warriors. Their promotions are very beneficial to them, and since they grow quickly, locusts, in the aggregate, are a strong unit.
HP: Normal         Attack: High         Defense: Low        Speed: Slow         Movement: Slow
MP:
None          Level Rate: Fast         Movement Type: Fly (Low, Mid)
Promotions:
Night Locust (Level 15+), Fire Locust (Level 15 or 25+ with Element Orb and Psycho Symbol)
Resistances:
Elements (-25%)                                                   Weaknesses: None
Specialties:
Sleep (35% - S6)
Giant Bee
   Players in the past have told me (Dagolar), personally, that this class should be removed because it sounds stupid when compared to the other classes. I agree with that in part. However, I would like to point out that the giant bee, as weak as the class sounds, make an excellent addition to any team for a number of reasons. Grant it, their offense and endurance is low and their light weight while flying makes the element of air one of their weaknesses. Their speed in dexterity and in movement, on the other hand, is combined to be THE fastest in the realm. One can see the definite advantage of this in terms of tactics. Bees are also very intelligent, enough to be fully sentient with the power of the shards, granting them a little magic. With a nasty sting inflicting a lightly painful poison and resistance to ailments topping off their advantages, I believe I have thoroughly explained why this class should, and will, stay.
    When referring to giant bees, it should be clear that these resemble bumble bees on Earth more than anything else - relatively fat, fuzzy, and striped. Giant bees are about 2 feet long and 2 feet wide (they are very small compared to other classes) and weigh no more than 30 lbs. They are very social and very curious creatures. Humankind of the past had a seemingly natural fear for giant bees and so avoided them whenever possible. This made bees quite humble in their view towards civilized society. They are also quite brave, promoting the prosperity of the team, the collective, over that of the individual.
    Bees can be of any alignment; good bees come from the north and northeast mountains and forests and are striped orange and black with notably long antenae. Neutral bees come from all regions and have no identifiable markings. Evil bees originate from the southern forests and are almost always black striped with gray or brown; evil ones also have bigger eyes. In any case, bees start off weak simply because of their lack of capabilities in direct combat. They pass levels as quickly as they move, and their promotions bestow them with greater strength.
HP: Low        Attack: Low         Defense: Low         Speed: Extreme!        Movement: Extreme!
MP:
Low (1 Energy component)         Level Rate: Very Fast          Movement Type: Fly (Low, Mid)
Promotions:
Killer Wasp (Level 15+), Giant Hornet (Level 15 or 25+ with Royal Honey and Psycho Symbol)
Resistances:
Elements (-25%)                                                    Weaknesses: Air (+50%)
Specialties:
Basic Poison (50% - 1 damage)
Mantis
   The largest and strongest of the insect species of Skure, the giant preying mantis is a most rare beast. It is about the size of a very large bull. When landed and standing high with its forearms extended, the mantis stands a solid 9 feet in height and is incredibly strong. With the same resistances and weaknesses as its consistent prey, the giant bee, along with great stamina and quick movement, the warrior is apparent within this one, noting one formidable edge. The mantis is one of very few classes to have the mighty critical kill specialty, for if it is able to reach its opponent with its small but super strong jaws, the end has come.
    The mantis seems like a violent monster and this is entirely true during battle; the mantis is an unrelenting fighter, displayed even better after promotion. Outside of battle, they are solemn and calm and actually pleasant to be around if one can get over the fact that the mantis has been known to prey on humans.
    Any alignment can the mantis be with colour differences between each. The mantis is an emerald green (if they come from the southeast), a dark green (from the marshes in central Skure), light brown (if they live in the west mountains) or dark brown (northern Skure) in colour. Evil ones have more bulbous, darker, angrier eyes while good ones have sleeker, lighter eyes. They are great at the front line.
HP: Very High         Attack: Very High         Defense: Low       Speed: Slow      Movement: Very Fast
MP:
None        Level Rate: Very Slow          Movement Type: Fly (All)
Promotions:
Night Mantis (Level 15+), Reaver (Level 25+ from second class)
Resistances:
Elements (-25%)                                                    Weaknesses: Air (+50%)
Specialties:
Critical Kill (50% - S8)
Beetle
   Another curiousity added to the list of classes is the giant beetle, an animal indiginous to the eastern forests and marshes and the whole of the Dal'r Desert. Nowhere else can the beetle be found. They are slow but smart and very territorial, definitely the most so of all the insect class species. They have excellent defense with resistances to all physical strikes and complete immunity to swords, rendering many of its human enemies ineffective towards it. The beetle makes a good front line warrior to dish out a few meagre hits while taking the brunt of the enemy attacks. It has no resistance to magic and so should avoid the spell using foes as the beetle does not have very high stamina.
    Beetles can also be of all alignments with big differences in each. Good beetles are brown or black with larger jaws and smaller eyes living in the Dal'r Desert and the eastern forests. They are no longer than 4 feet in length and 3 feet in width. Neutral ones are almost always brown and a little larger. Evil ones are a shiny black with a little red on their shells and silver fangs which are smaller than those of the other alignments. Quick growth and good promotions add to the beetle's position as a front line fighter to protect the team. Can't hurt to have one of these as a shield.
HP: Low         Attack: Normal        Defense: Very High        Speed: Very Slow        Movement: Slow
MP:
None         Level Rate: Fast          Movement Type: Ground
Promotions:
Rhino Beetle (Level 15+), Fire Beetle (Level 15 or 25+ with Royal Honey and Element Orb)
Resistances:
Elements (-25%), Physical (-20%), Physical - Swords (-100%)         Weaknesses: None
Specialties:
None
Elemental
Fire
   The least common of the four elements is that of fire. This does not make the element any less powerful. Fire elementals are assertive and strong-willed. A standard fire elemental appears as a giant torch flame about 2 feet wide and 5 feet high, yellow to orange in colour, with no markings to make it appear like anything other than a giant flame, although they can change size to be about a quarter of their standard size; they cannot become larger. They can change their shape but not for very long and so often revert to their regular shape in most encounters, including battle. Fire elementals are completely sentient. They are "born" out of the many volcanoes of the mountains of Skure and, on rare occasion, out of fires that lightning bolts started, for the lightning of Darlow has "mystic powers" that few understand.
    Out of the four elementals, fire is clearly a warrior that deserves to make the second strike. Good magic and high statistics make it a dangerous foe, not to mention the ability of fire to spread its wrath upon its touch. Fire has, rather obviously, a fire breath that heightens its fighting abilities, although it gains this ability only after promotion. As an elemental, it boasts complete immunity to all ailments and to itself - fire. The largest drawback to playing any elemental is that they have severe weaknesses to their opposites. Fire is weak to cold, for it represents heat, and water, since fire cannot mix with such an element. Keep in mind that fire and water elementals are not mortal enemies, but the two keep a comfortable distance from each other.
    As fire elementals grow, they literally just grow, getting larger and larger, eventually covering up to a full 10x10 feet in area and reaching a height of 15 feet for the most powerful. The policy regarding alignment is the same for all elementals; neutrality is the only course, for a good reason. Elementals believe that Darlow must be balanced and that they, as a natural force existing from Darlow's abundance, believe that all things large and small, predator and prey, good and evil, must be equal. Therefore, while elementals may join either The Followers or The Minions, they do so out of the motive that Darlow needs to be restored to proper balance.
HP: High        Attack: High         Defense: Normal        Speed: Fast         Movement: Slow
MP:
Normal (3 Mage components)        Level Rate: Slow         Movement Type: Fly (Low)
Promotions:
Fierce Fire (Level 15+), Greater Fire (Level 25+ from second class)
Resistances:
Fire (-100%), Ailments (-100%)             Weaknesses: Cold (+50%), Water (+100%)
Specialties:
None
Earth
   Earth is the most common of the four elements. They grow out just about any landmass that contains a substantial amount of clay and/or rock. Unlike the fire elemental, earth cannot change its shape. So, as one of these grows, they tend to take the shape of something that can get around, often humanoid, almost golem-like. Earth elementals are by far the most dense of the elementals, and this does not address their weight. Earth elementals are quiet and very humble. They are sentient but their communication is composed of little more than grunts and groans, rarely speaking intelligently. This does not imply that they are of lesser intelligence. Far from it.
    Looking below, one can see that the earth elemental has great battle statistics with the exception of speed. Putting this together with their ability to use magic and their strong resistances, earth elementals deserve to be right up front with the warriors ready to strike the first blow in battle. Earth elementals are the only ones that do not have a breath. Their statistics and lack of a heavy weakness make up for this. Their weakness to fire is attributed to their combustability, which they really do not care for. Their attitude towards fire elementals is not of a violent nature, provided the latter keep themselves at a distance.
    Earth elementals can also be only of neutral alignment and tend to be much more territorial than the other elementals which migrate quite a bit. Earth elementals are very grounded (literally) and feel that the space they grew from is the space they will guard as their home and their livelihood.
HP: High         Attack: High         Defense: Very High       Speed: Very Slow       Movement: Slow
MP:
Normal (3 Mage components)        Level Rate: Slow         Movement Type: Climb
Promotions:
Fierce Earth (Level 15+), Greater Earth (Level 25+ from second class)
Resistances:
Earth (-100%), Ailments (-100%)            Weaknesses: Fire (+50%)
Specialties:
None
Water
   The water elemental is of a more quiet nature, the most so of the four. This may be due to the fact that water elementals, in their regular form, are nothing more than large puddles, about 5x5 feet in size. They can move over land at the speed of movement indicated. In water, they can move at lightning speed. Water elementals can change their shape with great effort if need be. They are born out of fresh water areas and almost always remain in their liquid habitats in rivers and streams and lakes. They rarely venture into salt water seas and oceans; it is uncomfortable to them.
    Water belongs more in the rear, for its endurance and defense is nothing to write about. They do have magic equal to that of the other elementals, making good support for a team. They have gain breath after promotion and have the standard elemental weaknesses and resists. Read the details in the fire elementals to gain a sense of how water elementals feel about them (they don't hate them).
    It is no surprise that water elementals can also be of no alignment other than neutral. They are not at all territorial, migrating from one area to another in search of food or socializing with other elementals of any form; they tend to favour earth elementals above the others. Water elementals are the least aggressive, for sure, and the most willing to encounter strangers of any sort.
HP: Normal        Attack: High        Defense: Low       Speed: Normal        Movement: Normal
MP:
Normal (3 Mage components)        Level Rate: Slow         Movement Type: Ground
Promotions:
Fierce Water (Level 15+), Greater Water (Level 25+ from second class)
Resistances:
Water (-100%), Ailments (-100%), Physical (-50%)
Weaknesses: Fire(+50%), Thunder (+100%)
Specialties:
None
Air
   Air elementals are the most intruiging of the four because their presence is so subtle. They are unpredictable, sometimes curiously friendly, other times irritable and violent, and smart. Air elementals are the only elementals that cannot form themselves into a physical solid shape because their form is constantly in a flux; this has benefitted them with avoiding a good portion of physical damage while lowering their defense. The air elemental is mainly a condensed breeze that can be seen as a swirling wind (that is very difficult to see) that can be heard as a light wind. In its normal mood, the air is calm and slowly moving, a light breeze. When angered, they begin to swirl quickly like a tornado, complete with the loud sound of wind, which is how they approach a battle. It can be very intimidating to fight an air elemental because of this. Air elementals are the only ones of the four that are weak to their own element and no other because of the nature of their form.
    In battle, the air elemental can take a stance at any spot. It can fight up front using its high attack and speed to strike heavy blows. It can support the team from the rear using its magic and breath. Or it can do a bit of both. Either way, the air elemental is a fine addition to any squad. Its only big drawback is its weakness to lightning and thunder that can break up the formation of its own physical self. Since no other elemental uses such a force, air elementals tend to interact with all other elementals when it can to ensure that Darlow is in proper balance. This leads to the subject of alignment. Air elementals can be only neutral.
    Air elementals are by far the most migratory. They are formed during heavy storms and when natural climatic disturbances occur, like tornadoes and hurricanes. They are numerous, next only to earth elementals.
HP: Normal         Attack: High        Defense: Very Low       Speed: Very Fast         Movement: Fast
MP:
Normal (3 Mage components)        Level Rate: Slow          Movement Type: Fly (All)
Promotions:
Fierce Air (Level 15+), Greater Air (Level 25+ from second class)
Resistances:
Physical (-50%), Ailments (-100%)            Weaknesses: Air (+50%)
Specialties:
None
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