Post by Capt. Squirrel on Dec 14, 2012 1:13:44 GMT -5
AMBROSIA
WILD LIFE IN YUMIRIS VARIES WILDLY BASED ON MANA. Monsters, the bane of travelers and those who wander outside the city barriers, are most powerful where the mana becomes unstable. Sadly for those who live in Fallen Lands or near the Center Of the World, MONSTERS ALSO GATHER WHERE MANA IS UNSTABLE.
In many areas of Yumiris, monsters usually collect near FAULT LINES or CATALYST DEPOSITS. However, they can be found throughout all of Yumiris, and their lifeforce—or mana—POWERS CATALYSTS. Particularly rare or powerful monsters can be found in DUNGEONS, or the holds of Summon Spirits.
In many areas of Yumiris, monsters usually collect near FAULT LINES or CATALYST DEPOSITS. However, they can be found throughout all of Yumiris, and their lifeforce—or mana—POWERS CATALYSTS. Particularly rare or powerful monsters can be found in DUNGEONS, or the holds of Summon Spirits.
- GALATEA:
Water Element - a remnant of ancient magitechnology imbued with the element of water. Casts common water spells, and can heal itself.
RANK: E
Carnivorous Plant - a large plant found in the forests that hangs from high treetops. An eerie eye-like flower sits in its center, and it eats large insects and game.
RANK: C
Crush Tortoise - a tortoise about eight feet in length and with a hard shell built of water-element crystal. Tends to "rush" its enemies in stampedes and highly territorial.
RANK: B
Water Serpent - giant water snakes of legend that hide in the rivers of Galatea. They can measure up to seven meters in length and weigh potentially hundreds of pounds, usually constricting or poisoning their prey.
RANK: S - ELD:
Fire Element - a remnant of ancient magitechnology imbued with the element of fire. Casts common fire spells, and can heal itself.
RANK: E
Phantom - a faceless white apparition that attacks passerby, and is supposedly very malicious. Magic attacks are more effective because most weapons pass through phantoms.
RANK: D
Ogre - hulking, man-like creatures that carry makeshift weapons and armor. They live in Eld's caves and have dens, oftentimes attacking in groups rather than alone.
RANK: C
Lava Golem - strange soulless creatures made of lava rock. They spew fire and have the scent of brimstone, oftentimes completely black with glass bead eyes that glow like embers in the dark.
RANK: B
Wyvern - dragons that live in the mountains and caves of Eld. Able to withstand huge amounts of heat and quite intelligent, they gather gald and jewels in their dens.
RANK: A - OPHIEL:
Lightning Element - a remnant of ancient magitechnology imbued with the element of lightning. Casts common lightning spells, and can heal itself.
RANK: E
Living Sword - haunted or cursed swords that lurk the Thunder Plains. They move jerkily and entirely on their own, and are destroyed by breaking a curse mark on their hilts.
RANK: D
Phantom Knight - restless soldiers that never leave the battlefield, supposedly from some ancient civilization hidden under the Thunder Plains. Magic is more effective on Phantom Knights.
RANK: C
Sentinel - living dolls that guard old temples of magitechnology. Mechanical and extremely difficult to defeat, they can attack with lasers, modified weaponry, and heat-seeking technologies.
RANK: A
Rampaging Mecha - uncontrolled mechas are considered highly dangerous as they are modified and repaired sentinels. Their attacks are generally the same, but it takes more effort to destroy them.
RANK: A - AMBROSIA:
Wandering Soul - wisps of light that wander the Spirit Plains. They are often considered sacred rather than dangerous, but do occasionally attack in spite of their docile reputation. They cast common magic spells.
RANK: D
Rampaging Sentinel - stronger sentinels, oftentimes up to four meters in height. They have massive destructive power and are capable of casting spells in addition to the common attacks of sentinels.
RANK: A
Sea Dragon - mythical dragons with two spreading wings that make their nests in Ambrosia. Serpentine and long, they cast a variety of magical spells and are considered extremely dangerous. Thankfully, they rarely attack passerby.
RANK: S
Sky Whale - a mechanical whale that circles Ambrosia, often thought to be a sentinel from the old age. It attacks ships that travel too close to Veritas on cue, and is generally avoided by all means possible.
RANK: S - SIRIN:
Wind Element - a remnant of ancient magitechnology imbued with the element of wind. Casts common wind spells, and can heal itself.
RANK: E
Rabid Wolf - lone wolves that have been abandoned by their packs. Although not particularly dangerous to skilled fighters, caravans and travelers often run into trouble thanks to their claws and spears of teeth.
RANK: D
Killer Wasp - poisonous bees that build huge hives across the cavern walls of Seit or the mountains of the Valley of the Winds. They attack in droves and are vicious creatures, oftentimes coming after travelers unprovoked.
RANK: C
Egg Bear - clumsy bears that have long talons and can grow up to or beyond two meters high. Although timid by nature, they can be territorial and highly combative.
RANK: B
Underground Worm - living in webs of underground tunnels, worms have rows upon rows of teeth and tear at flesh. They are large at about three meters in length. Their holes litter the inner caves of Seit and the mountains of the Valley of the Winds.
RANK: A
Lightning Bird - found near the border between Sirin and Ophiel, these are massive birds of prey that have lightning sparking from their wings. They prefer dead game over the living, however, and aren't known for their viciousness.
RANK: A - XIHE:
Earth Element - a remnant of ancient magitechnology imbued with the element of earth. Casts common earth spells, and can heal itself.
RANK: E
Drake - good-sized lizards that are often caught and raised in Xihe. Although similar to dragons in appearance, they lack the intelligence and size of their counterparts.
RANK: D
Clay Golem - crudely shaped creatures made from clay. They stumble and shudder, usually cracked and unresponsive, but have some attacking power.
RANK: C
Rock Golem - similar to Clay Golems, except built of boulders and much more capable.
RANK: B
Mountain Spider - grizzly spiders that hide their nests in the mountains throughout Xihe. At about two to two and a half meters in length, they are forces to be reckoned with. Some are trapdoor spiders, and these are thought to be particularly dangerous.
RANK: A
Mountain Queen - deep in the underground and past the Crystal Valley supposedly lies the nest of the Mountain Queen, a three meter mountain spider that births the others. Hugely poisonous, she eats her own, as well as anything or anyone that wanders there.
RANK: S - NYX:
Ice Element - a remnant of ancient magitechnology imbued with the element of ice. Casts common ice spells, and can heal itself.
RANK: E
Fenris - elegant white wolves that travel in packs of three to five. They leave trails of ice at their heels and can, according to rumors, freeze anything with a touch.
RANK: B
Ice Warrior - strange and monstrous creatures that resemble the undead. They can cast many advanced ice spells and wield impressive magic swords.
RANK: A
Sliver - a strange worm that haunts the icelands, distantly related to the tunnel worms of Ophiel. Buried in the snow, it attacks without warning and lives in the upper mountains near the ruins of Ragnarok.
RANK: S - RUKH:
Light Element - a remnant of ancient magitechnology imbued with the element of light. Casts common lightspells, and can heal itself or revive fallen creatures.
RANK: E
Walking Skeleton - animated skeletons that wander the ruins of Baseem. They carry complex armor and weapons, often stampeding their enemies. Unlike most undead, they revive and are thought to be indestructible.
RANK: B
Pharaoh Knight - similar to Wandering Skeletons, although ghostly and more powerful. Some call them Sword Dancers, because they wield eight or more swords and have a terrifying amount of arms protruding from their skeletal bodies.
RANK: A
Marid - a mischievous and arrogant spirit that has incredible magic power. Supposedly, it knows of all Yumiris's spells, even be they lost to time. Although capable of granting a single wish to the victor that bests it, the Marid is invincible and thought to be a myth.
RANK: S