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 Monsters of Gricidea

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Aliyah Rozalyn
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PostSubject: Monsters of Gricidea   Wed Dec 18, 2013 4:58 am

BEAST

Warhog (Beast)

Location(s): Silvergrass Plateau, Orange Clay Field, Axelux Jungle



A common creature that lives in the plains and forest of Gricidea. They are not very strong, but being careless around them can prove fatal.

Ability: Relentless Rush-When performing a rush attack, is unaffected by magic and projectiles. (3 post cool down)

HP: 35
STR: 13
DEF: 5
MAG: 0
MAG.D: 2

Drops: 15 exp, 10 gp, Healing Seed (80%), Hog Tusk (50%), Ham (10%)

Weakness: Fire (x2), Ice (x2), Elec (x2), Pierce (x2).
Resistance: Blunt (1/2)
Immune: None

Attacks

Tackle: The Warhog rushes its opponent without stopping. +5 DMG.

Gore: Pierce/ The Warhog tries to gore the foe with its tusk. +5 DMG, Bleed (20%)

-

Silver Wolf/Orange Wolf (Beast)

Location(s): Silvergrass Plateau (Silver), Orange Clay Field (Orange)

Silver Wolf


Orange Wolf


Two forms of wolves attuned to specific areas of the Gricidea climate. Though they differ in color and mindset, they are equally as dangerous no matter what.

Ability: Moon's Aura-At night, this creature emits an aura that reduces physical and magic damage on itself by 5 points.

HP: 60
STR: 18
DEF: 2
MAG: 0
MAG.D: 8

Drops: 40 exp, 50 gp, Wolf's Pelt (50%), Wolf's Fang (20%),

Weakness: Gaia (Silver Only) x2, Aero (Orange Only) x2, Light x2
Resistance: Poison (20%), Stun (10%), 1/2 Dark
Immune: None

Attacks

Bite: A vicious snarl followed by clamping teeth. +5 DMG, Bleed  (25%)

Howl: An ear piercing cry that raises itself and its allies stats +3. Stacks up to 3 times. (2 post cool down)

-

Cerberus Pup (Beast)

Location(s): Silvergrass Plateau (Night), Black Jungle



A humanoid teen that can take the form of a large wolf. He usually roams with the Nightguard and will not hesitate to call for his help if he is in danger. Free spirited, the pup usually gets himself into trouble though he doesn't always mean to cause harm.

Ability: TBA

HP: 115
STR: 26
DEF: 20
MAG: 15
MAG.D: 21

Drops: 80 exp, 110 gp, TBA

Weakness: Silver x2, Fire x2
Resistance: Blind (30%), Dark 1/2
Immune: Poison/Toxin

Attacks

TBA

-

Nightguard (Beast)

Location(s): Silvergrass Plateau (Night), Black Jungle, Tomb of Anubis, Helios Sandsea



Said to be the guards of the demon Cerberus, the Nightguards are Cerberus Pup's that have undergone a permanent transformation. They retain their memories of being Pup's, however, they lose much of their personalities in the process. Though seeming cold to everyone except their counterparts, Nightguards are extremely loyal to those they trust.

Ability: TBA

HP: 210
STR: 36
DEF: 31
MAG: 35
MAG.D: 31

Drops: 120 exp, 200 gp, TBA

Weakness: Silver x2, Fire x2, Light x2
Resistance: None
Immune: Poison/Toxin, Dark, Paralyze, Blind

Attacks

TBA


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PostSubject: Re: Monsters of Gricidea   Wed Dec 18, 2013 5:01 am

BIRD

Lesser Harpies (Bird)

Location(s): Silvergrass Plateau, Orange Clay Field, Saria's Lake



Flying bird-women with wings as arms and razor sharp talons. Show up in groups of 4 or 6

Ability: Wind Force-When physically attacked, the creature expels a powerful blast of wind that pushes foes back and deals damage equal to their magic stat. Mag. D is not applied. Weakness/Resistance still applies. (4 post cool down)

HP: 20
STR: 14
DEF: 4
MAG: 13
MAG.D: 5

Drops: 20 exp, 25 gp, Flawed Beauty Feather (10%), Shiny Talon (5%)

Weakness: Electricity x2, Gaia x2
Resistance: Blind (10%),
Immune: Wind

Attacks

Talon Strike: Dives at its target and slashes them with razor sharp talons. DMG+4/Bleed (25%)

Gust Strike: Beats its wings furiously to whip up a powerful gust to batter enemies. Aero DMG+5

-

Harpraven (Bird)

Location(s): Silvergrass Plateau, Orange Clay Field, Saria's Lake



Flying bird-women with wings as arms and razor sharp talons. They are even more calm than their normal Harpy counterparts. Most tend to avoid conflict where it is unneeded but will not let a bad deed go unpunished or a good deed unrewarded. Unfortunately, the Harpraven's dark powers are highly unstable and they sometimes lose control, going into a blind rage and attacking anyone and everyone nearby. This predominantly happens when they are in heat. Because of this, they tend to travel alone and rarely show up in crowded places.

Ability: Dark Force-When physically attacked, the creature expels a powerful pulse of darkness that pushes foes back and deals damage equal to their magic stat. Mag. D is not applied. Weakness/Resistance still applies. (4 post cool down)

HP: 80
STR: 20
DEF: 20
MAG: 22
MAG.D: 25

Drops: 80 exp, 100 gp, Black Tear(10%), Perfect Feather(5%)

Weakness: Electricity x2, Light x2
Resistance: Aero 1/2, Dark 1/2
Immune: Blind, Paralyze

Attacks

Swift Rake (Slash): A very fast attack performed at high speeds, unable to be avoided. DMG+12 (Bleed 20%) (1 post cool down)

Gust Strike: Beats its wings furiously to whip up a powerful gust to batter enemies. Aero DMG+5 (1 post cool down)

Shadow Pike: Dark Magic/DMG:+7, Blind (10%) (1 post cool down)

Dark Overture: Spreads black feathers out around itself that float to the ground. Causes blind when touched. (Blind 100%) (3 post cool down)

-

Tengu (Bird)

Location(s): Silvergrass Plateau, Orange Clay Field, Saria's Lake



Flying bird-men with wings as arms and razor sharp talons. They leave their eyes covered as a form of natural training and their senses are at their peaks. Just as the Harpraven, Tengu tend to keep to themselves. However, they have very adept control of their dark natures.

Ability: Void Wing-After casting a dark spell, this creature becomes immune to physical damage for 1 post. (6 post cool down)

HP: 110
STR: 30
DEF: 30
MAG: 32
MAG.D: 35

Drops: 100 exp, 130 gp, Black Tear(10%), Perfect Feather(5%)

Weakness: Electricity x2, Light x2
Resistance: Aero 1/2
Immune: Blind, Paralyze, Dark

Attacks

Swift Rake (Slash): A very fast attack performed at high speeds, unable to be avoided. DMG+12 (Bleed 20%) (1 post cool down)

Gust Strike: Beats its wings furiously to whip up a powerful gust to batter enemies. Aero DMG+5 (1 post cool down)

Shadow Pike: Dark Magic/DMG:+7, Blind (10%) (1 post cool down)

Dark Overture: Spreads black feathers out around itself that float to the ground. Causes blind when touched. (Blind 100%) (3 post cool down)

Shadow Storm (AoE): Creates a cloud of darkness over a 20 meter radius that hails chunks of darkness. Lasts 2 post. Dark Magic/DMG:+20, Blind (50%) (4 post cool down)

Nocturnal (Hatchling):

Location(s): Silvergrass Plateau (Night), Orange Clay Field (Night), Saria's Lake (Night)



A man-sized crow, with blood-red eyes, and jet-black wings. They usually stalk the first few areas at night, usually roaming as a duo, or a pack of three. They are very hostile when encountered and their strength proves they are no pushovers.

HP: 100
STR: 30
DEF: 35
MAG: 30
MAG.D: 35

Attacks

Nightveil: Furiously and forcefully beats its wings to send forth a powerful, and blinding wave of black wind. Aero/Dark/DMG +10 Blind (20%)

Talon Crush: Grips the opponent with its powerful talons and rises into the air with them. The way up, the Nocturnal will crush the opponents body, dealing continuous damage until the caught person has either broken free, or is dropped to the ground for further damage. DMG+ 5 each turn caught Stun (15%)

Frenzied Wings: Covers itself using its wings. The wings will harden into a very thick shell, that when approached by opponents, throws out a half-dozen spears. These spears are swift and damaging. Dark/DMG +15 Bleed (25%)


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PostSubject: Re: Monsters of Gricidea   Wed Dec 18, 2013 5:08 am

ELEMENT

Orange Clay Golem (Element)

Location(s): Orange Clay Field



A clay golem animated with magic. It picked up sedimentary as it traveled and learned to speak through travelers. They are often mistreated due to their rocky looks and bad tempers. Some golem will obey a master who can prove their strength over them.

Ability- Solid State: The Golem can harden itself completely to prevent all forms of damage until its next post. This also cures it of any ailments. (7 Posts cooldown)

HP: 130
STR: 33
DEF: 22
MAG: 12
MAG.D: 15

Drops: 100 exp, 100 gp, Hammer (60%), Clay (40%), Magic Clay (5%)

Weakness: Aero x2, Water x2,  Ice x2
Resistance: Pierce 1/2, Fire 1/2, Electric 1/2, Dark 1/2, Light 1/2
Immune: Gaia, Bleed, Poison/Toxin, Petrify

Attacks

Rock (Physical): Hurls a large rock at the foe. DMG +15

Roll: Curls into a ball and rolls at the foe at dangerous speeds. Cannot stop or change direction. DMG +25

Gaia's Fist (AoE 5 meters): Causes a massive fist to erupt from the ground right beneath several foe's and launches them into the air. Gaia Magic/DMG +15

Clay Infusion: Grabs the foe and swamps them in wet clay. (Petrify 30%)

-

Sealed Flame (Element)

Location(s): Orange Clay Field, Helios Desert (All)



The embodiment of the flames of war in its weakest state. Though in the form of a teenage boy, the power within this monster is extraordinary. Many woman take them as lovers, but often times they are used as slaves. Their passive nature makes them seem docile, but they are very aware of everything that goes on around them.

Ability- Flame Body: When being attacked physically, 40% chance to burn the foe.

HP: 200
STR: 25
DEF: 30
MAG: 40
MAG.D: 30

Drops: 150 exp, 150 gp, Essence of Fire (10%)

Weakness: Water x2
Resistance: Light 1/2, Ice 1/2
Immune: Fire

Attacks

Torch Attack (Physical): Attacks the foe with limbs coated in flames. Fire DMG +10/Burn (10%)

Fire Ball: A rather large fireball that is launched toward an opponent, with a high amount of speed and accuracy. Fire Magic/DMG +15 Burn (10%) (3 post cool down)

Fire Crackers (AoE): Conjures ten smaller fireballs on its fingertips and tosses them wildly at the opponent and releases small waves of flames after striking a surface. A wave has a chance to deal burn damage. Fire Magic/DMG +5 Burn (15%) (3 post cool down)

Dynamite (AoE): Charges an even larger ball than a Fire Ball and tosses it to a group of opponents. The resulting explosion expands into 10 meter radius dome, while also leaving behind a pool of lava that damages the opponent, while also inflicting an automatic burn. Fire Magic/DMG +20/ Lava Pool DMG +8 per post/ Burn (100%) (10 Post Cool down)

Ashes of War (AoE): Launches a ball of ash at the foe that burst into a 5 meter radius attack. The ash doesn't do damage, but it reduces the foes Atk and Def by 10 as well as having a chance to inflict blind. Blind (25%) (2 post cool down)

Wicked Crash: The Flame will coat itself in a cloak of burning flames and will charge toward the opponent with reckless abandon. This is usually activated when its on its last legs and serves more as a suicide attack. When striking a surface or opponent, the dying Flame will self-destruct and explode like a small bomb. Fire Magic/DMG +40

-

Slime Princess (Element)

Location(s): Silvergrass Plateau(Day), Saria's Lake



A young woman that was cursed for her beauty. A wicked water witch placed a spell on her and her lineage to forever have the bodies of liquid monsters. Though with no actual organs, the Slime Princess can still reproduce sexually.

Ability-Multiply: When struck with a slashing weapon or ability, the Slime Princess will make a single copy of itself with half of its maximum stats. The copy does not drop items but gives 25 exp upon defeat. If the main Slime Princess is killed before the clones, the clones fade away and no exp is gained from them.

HP: 60
STR: 10
DEF: 50
MAG: 10
MAG.D: 50

Drops: 75 exp, 500 gp, Pure Water (15%), Di-Spell Charm (5%)

Weakness: Magic x2 (Except Water and Ice)
Resistance: Pierce 1/2, Slash 1/2, Blunt 1/2, Ice 1/2
Immune: Bleed, Poison/Toxin, Paralyze, Blind, Burn, Water

Attacks

Water Cleave(Slash): Water Magic/DMG:+9

Aria of Water: Prays to the spirit of water in hopes to heal itself by 20 points. Effect active in next post unless defeated.

-

Poison Slime Princess (Element)

Location(s): Silvergrass Plateau (Night), Saria's Lake, The In-Between, Axelux Jungle (All)



A Slime Princess that has allowed her negative emotions to taint her pure water. These Slime Princess are dangerous and enjoy causing pain. However, they are not above saving. Though their bodies have become tainted, they will not poison those they have come to trust and respect. A Poison Slime Princess that falls in love will transform into a Slime Queen as well.

Ability-Multiply: When struck with a slashing weapon or ability, the Poison Slime Princess will make a single copy of itself with half of its maximum stats. The copy does not drop items but gives 25 exp upon defeat. If the main Poison Slime Princess is killed before the clones, the clones fade away and no exp is gained from them.


HP: 60
STR: 50
DEF: 10
MAG: 50
MAG.D: 10

Drops: 75 exp, 500 gp, Tainted Water (15%), Di-Spell Charm (5%)

Weakness: Magic x2 (Except Water and Ice)
Resistance: Pierce 1/2, Slash 1/2, Blunt 1/2, Ice 1/2
Immune: Bleed, Poison/Toxin, Paralyze, Blind, Burn, Water

Attacks

Water Cleave(Slash): Water Magic/DMG:+9

Aria of Poison: Prays to the spirit of poison in hopes that the foe's that strike it with either physical or magic attacks will be poisoned. If they are attacked twice, the foe will be stricken with toxin. Effect active for 3 post. Poison/Toxin remains even after monster is defeated.

-

Slime Queen (Element)

Location(s): Saria's Lake (Event Only), The In-Between, Axelux Jungle (All)



Once a Slime Princess has partially broken the spell of the water witch, she will become a Slime Queen. Seeming as three people in one, the Slime Queen is every bit as resourceful and intelligent as her human and beastkin counterparts. She is able to shapeshift into triplets with normal human or beastkin bodies occasionally, but needs extended rest if she does so. No one knows what is the last key to breaking the curse for the Slime Queen.

Abilitiy-Water Pressure: For 3 posts, all water damage deals +20 damage with an increased 20% chance to stun. (10 posts cooldown)

HP: 300
STR: 60
DEF: 60
MAG: 60
MAG.D: 60

Drops: 350 exp, 1000 gp, Healing Water (15%), Essence of Water (5%)

Weakness: Dark x2, Gaia x2, Aero x2
Resistance: Pierce 1/2, Slash 1/2, Blunt 1/2, Light 1/2
Immune: Bleed, Poison/Toxin, Paralyze, Blind, Burn, Water, Ice, Fire

Attacks

Water Cleave(Slash): Water Magic/DMG:+9

Aria of Water: Prays to the spirit of water in hopes to heal itself by 20 points. Effect active in next post unless defeated.

Aria of Poison: Prays to the spirit of poison in hopes that the foe's that strike it with either physical or magic attacks will be poisoned. If they are attacked twice, the foe will be stricken with toxin. Effect active for 3 post. Poison/Toxin remains even after monster is defeated.

Aqua Solstice (AoE): Creates a dome of water over a 50 meter radius. All spells cast within the dome become water spells. Lasts 2 posts. (6 post cool down)

Geyser Pledge (AoE): Pools of water forms under a group of foes in a 5 meter radius before erupting with great force. Water Magic/DMG +20

Rebirth of Water: Has 25% chance to be resurrected upon death, however, all stats are halved as a result. Health fully recovers.


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PostSubject: Re: Monsters of Gricidea   Wed Dec 18, 2013 5:14 am

INSECT

Dagger Wasp (Insect)

Location(s): Silvergrass Plateau, Silver Root Indenture



Arm sized wasp with steel stingers. They aren't very powerful, but they never attack alone. Being swarmed by these creatures has caused many a deaths.

Ability: Swarm- When using the same attack as a partner consecutively, deals +5 damage.

HP: 20
STR: 11
DEF: 3
MAG: 0
MAG.D: 3

Drops: 15 exp, 20 gp, Dagger (20%), Broken Stinger (15%), Insect Wing (25%)

Weakness: Fire (x2), Blunt (x2), Elec (x2)
Resistance: Poison/Toxin
Immune: Bleed

Attacks

Dagger Shot/Pierce: Fires a dagger like stinger at dangerous speeds. +7 DMG. Bleed (25%)

Rapid Sting/Pierce: Rapidly stings the foe three times in succession. +3 DMG. Bleed (10%)/Per hit

-

Wood Spider (Insect)

Location(s): Silvergrass Plateau(Night), Silver Root Indenture



Large arachnid creatures that prefer dark places. Usually only coming out at night to hunt, if you venture underground, you will be in their territory.

Ability: Territorial (Spider)-When within an area marked as a spider's domain, gains and additional +5 to all stats except health.

HP: 65
STR: 15
DEF: 7
MAG: 0
MAG.D: 11

Drops: 60 exp, 60 gp, Antidote Leaf (80%), Fiber Thread (10%), Spider Fang (10%), Spider Venom (10%)

Weakness: Fire (x2), Pierce (x2), Blunt (x2), Light (x2)
Resistance: Dark 1/2
Immune: Poison/Toxin

Attacks

Acid Spray (Physical): A vicious spray of stomach acids with deadly effects. +10 DMG, Toxin (40%)

Thread Blast: Fires sticky webbing at the foe, preventing them from moving. Paralyze (100%)

Poison Bite: Attempts to bite the foe with fangs oozing poison. +8 DMG, Poison (20%)


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PostSubject: Re: Monsters of Gricidea   Wed Dec 18, 2013 5:15 am

MACHINE

Mech Spider (Small) (Machine)

Location(s): Silvergrass Plateau, Orange Clay Field



A small machine in the form of a spider. They run off of magical electricity and tend to stay around the mechromancer. There is thought to be a queen somehow producing these creatures.

Ability: Detonate-When defeated, the Mech Spider will explode in a 5 meter radius, dealing 20 points of damage, disregarding defense, weakness, and resistance.

HP: 60
STR: 18
DEF: 9
MAG: 19
MAG.D: 9

Drops: 20 exp, 10 gp, Relaxer (60%), Fiber Thread (10%), Rusted Gear (5%)

Weakness: Electricity (x2)
Resistance: Blunt (1/2), Pierce (1/2), Aero (1/2)
Immune: Poison, Stun, Bleed

Attacks

Static Web: Fires an electrified thread at the foe to paralyze them. Paralyze (80%)

Static Bite: Attempts to bite the foe with electrified fangs. DMG:+8, Paralyze (10%)

Static Pulse: Electric Magic/DMG:+5, Paralyze (10%)

-

Ancient Gear Roller (Machine)

Location(s): Orange Clay Field, Ruins of Solatone



A machine crafted by ancient technology. It functions through leftover magic from its time. The sphere it sits on is a congregation of the magic it has absorbed.

Ability: Magic Assimilate- The Ancient Gear Roller will absorb one magic attack, preventing damage, and increase all it's stats, except health, by +3. Stacks up to 3 times. (5 post cool down)

HP: 125
STR: 29
DEF: 19
MAG: 0
MAG.D: 20

Drops: 90 exp, 110 gp, Rusted Scrap (25%), Rusted Gear (5%)

Weakness: Electricity (x2)
Resistance: Blunt (1/2), Pierce (1/2), Aero (1/2)
Immune: Poison/Toxin, Stun, Bleed

Attacks

Impale Drive: (Pierce) The AGR dashes at incredible speeds to impale the opponent. DMG +11/ Bleed (20%)

Joust Drive: (Pierce) An unavoidable attack, the AGR dashes while keeping itself gyroscopically balanced and pierces the foe. DMG +10/ Bleed (15%)

Over Clock: The AGR ramps all of its abilities to the max, healing itself by 5 points per post until it is defeated. Gives immunity to paralysis.


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PostSubject: Re: Monsters of Gricidea   Wed Dec 18, 2013 5:23 am

PLANT

Novice Mechromancer (Plant)

Location(s): Silvergrass Plateau, Orange Clay Field



A living puppet made of wood, but with the inner workings of a machine. They are the size of a pre-teen child, and just as mischievous. They somehow have the power to control lesser machines.

Ability: Reprogram-For the sake of damage and resistance, the Mechromancer can change it's type between Plant and Machine. (3 post cooldown)

HP: 70
STR: 13
DEF: 10
MAG: 22
MAG.D: 10

Drops: 50 exp, 50 gp, Healing Seed (80%), Antidote Leaf (60%), Rusted Gear (5%)

Weakness: Fire (Plant) (x2), Electricity (Machine) (X2)
Resistance: Blunt (1/2), Pierce (1/2), Aero (1/2), Electricity (Plant) (1/2), Fire (Machine) (1/2)
Immune: Gaia, Poison, Stun, Bleed

Attacks

Mech Revive: The Mechromancer and revive any weak broken machines and make it his ally.

Poison Barb: Pierce/ Fires a barb dripping with poison. DMG+7, Poison (70%)

Tremor Pike(Pierce): Gaia Magic/DMG:+5, Petrify (5%)

-

Sapling (Plant)

Location(s): Silvergrass Plateau, Silver Root Indenture



A common creature that wanderers happily through woodland areas. They look like small children, but should not be taken lightly. They become agitated when they get lost, which is very often. Those who work alongside humans and beastkin are very polite.

Ability: Nature's Blessing-The Sapling has a natural regen effect of 5 HP per post. Ailment's only lasts 2 posts on Sapling.

HP: 55
STR: 10
DEF: 10
MAG: 20
MAG.D: 10

Drops: 35 exp, 40 gp, Healing Seed (80%), Rosebud (10%), Tree Sap (10%)

Weakness: Fire (x2), Ice (x2), Dark (x2), Slash (x2), Pierce (x2)
Resistance: Gaia 1/2
Immune: Bleed

Wicked Vine/Slash: Causes a large vine-like root to erupt from the ground and whip the foe. Gaia Magic/ DMG+12

Leech Bullet Seed: Fires a rapid blast of rock hard seeds at the foe that sprout energy sapping flowers. Gaia Magic/ DMG+8. 4 points of damage per post. Heals user 4 HP per post.

-

Mandragora (Plant)

Location(s): Silver Root Indenture, Saria's Lake, Axelux Jungle (All)



Docile women creatures that are extremely shy. They are the older form of Saplings, and many can be seen living in establishments with human and beastkin, usually as lovers. However, in the wild, Mandragora, though shy, are easily frightened and sometimes attack due to misconceptions or just because you came a little too close...by 15 feet. The more aggressive Mandragora will even attempt to mate with a male human or beastkin simply to make more Sapling.

Ability: Nature's Utmost Blessing- Mandragora and all of her allies have a natural regen effect of 5 HP per posts (stacks with other regen effects). Ailments only lasts up to 2 posts on Mandragora and her allies. Healing magic used on or by a Mandragora has its effect doubled.

HP: 85
STR: 15
DEF: 15
MAG: 25
MAG.D: 15

Drops: 70 exp, 80 gp, Healing Leaf (50%), Rosebud (10%), Plant Heart (5%), Mandrake Tears (1%)

Weakness: Fire (x2), Ice (x2), Dark (x2), Slash (x2), Pierce (x2)
Resistance: Gaia 1/2, Blunt 1/2
Immune: Bleed, Poison, Stun, Toxin, Paralyze

Attacks

Wicked Vine/Slash: Causes a large vine-like root to erupt from the ground and whip the foe. Gaia Magic/ DMG+12

Leech Bullet Seed: Fires a rapid blast of rock hard seeds at the foe that sprout energy sapping flowers. Gaia Magic/ DMG+8. 4 points of damage per post. Heals user 4 HP per post.

Debilitating Wail: The Mandragora let's out an ear piercing screech that stuns everyone one the battlefield, friend and foe. (Stun 100%, Paralysis 50%) (4 posts cooldown)

Poison spore/AoE: Unleashes a burst of poisonous pollen into the air, up to 10 feet away in every direction that poisons the foe. If it hits twice, the foe becomes toxified. (Poison 100%, X2 Toxin 100%)

Wicked Centurian/Pierce/AoE: Causes sharp root like vines to erupt up like a forest all around the Mandragora in a 10 meter radius. Gaia Magic/ DMG +15 (Bleed 25%)

-

Mandragora Knight (Male) (Plant)

Location(s): Silver Root Indenture, Saria's Lake, Axelux Jungle (All)



Plant men whom have sworn to protect the forest and its inhabitants. They are extremely fond of the Mandragora and Sapling race, and become very hostile if they are attacked without just cause. However, showing their intelligence, they will not help a Sapling or Mandragora whom has provoked attack on their own. Many Mandragora Knights lead normal lives within the cities of LEO, some even being in positions of power such as councilman and mayors.

HP: 135
STR: 32
DEF: 22
MAG: 28
MAG.D: 30

Drops: 120 exp, 200 gp, Healing Leaf (50%), Rosebud (10%), Plant Heart (5%), Mandrake Soul (1%)

Weakness: Fire (x2), Ice (x2)
Resistance: Gaia 1/2, Blunt 1/2, Water 1/2
Immune: Bleed, Poison, Stun, Toxin, Paralyze

Attacks

Wicked Vine/Slash: Causes a large vine-like root to erupt from the ground and whip the foe. Gaia Magic/ DMG+12

Leech Bullet Seed: Fires a rapid blast of rock hard seeds at the foe that sprout energy sapping flowers. Gaia Magic/ DMG+8. 4 points of damage per post. Heals user 4 HP per post.

Wicked Centurian/Pierce/AoE: Causes sharp root like vines to erupt up like a forest all around the Mandragora in a 10 meter radius. Gaia Magic/ DMG +15 (Bleed 25%)

Voice of the Forest: Listens to the voice of the forest to increase all of its stats by 5 points. Can stack up to 3 times. (3 post cool down)

Hymn of the Woods: Sings along with the sound of the forest to rid itself of any debuffs. (2 post cool down)

Justice Cleave (Slash): A powerful slash attack able to rend even stone in one fell swoop. Tech DMG+25 (2 post cool down)


Last edited by Aliyah Rozalyn on Sat Sep 05, 2015 3:37 pm; edited 4 times in total
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PostSubject: Re: Monsters of Gricidea   Wed Dec 18, 2013 5:26 am

REPTILE

Lizardman (Reptile)

Location(s): Silvergrass Plateau, Saria's Lake



Feral bi-pedal lizard armed with various weaponry. They usually come in groups of four and can be deadly if handled improperly.

Ability: Hunting Party- As long as this creature remains within sight of it's allies, and it is not being targeted, it has a +25% sneak attack bonus.

HP: 30
STR: 14
DEF: 7
MAG: 0
MAG.D: 2

Drops: 30 exp, 30 gp, Rusted Weapon (75%), Rusted Armor (75%), Lizard Tail (10%)

Weakness: Fire (x2), Elec (x2),
Resistance: Ice (½)
Immune: Water

Attacks

Shield-Bash: Slams shield into opponent. +5 DMG, Stun (20%)

Combination: Slashes opponent 3 times in rapid succession. Slash x3/ +10 DMG, Bleed (10% per hit)

-

Lizardman Archer (Reptile)

Location(s): Silvergrass Plateau, Saria's Lake



Feral bi-pedal lizard armed with bows and arrows. They keep their distance, letting the Lizardman and Raptor Knights do the close hand combat.

Ability: Hunting Party- As long as this creature remains within sight of it's allies, and it is not being targeted, it has a +25% sneak attack bonus.

HP: 25
STR: 12
DEF: 17
MAG: 0
MAG.D: 17

Drops: 30 exp, 50 gp, Broken Bow (55%), Hollow Arrow Shaft (20%), Lizard Tail (10%)

Weakness: Fire (x2), Elec (x2),
Resistance: Ice (½)
Immune: Water

Attacks

Quick Shot: Fires a fast arrow when they think the foe isn't looking. +10 DMG, Paralyze (20%)

Water Arrow (Physical): Shoots an arrow filled with enchanted water. Water DMG+12. (2 post cool down)

-

Lizardman Shaman (Reptile)

Location(s): Silvergrass Plateau, Saria's Lake



Feral bi-pedal lizard whom have learned to wield arcane abilities. They are adept with water and ice magic as well as saboteur spells, synergy spells, and healing spells.

Ability: Hunting Party- As long as this creature remains within sight of it's allies, and it is not being targeted, it has a +25% sneak attack bonus.

HP: 30
STR: 5
DEF: 20
MAG: 30
MAG.D: 20

Drops: 60 exp, 100 gp, Lizard Skull (25%), Lizard Tail (10%)

Weakness: Fire (x2), Elec (x2)
Resistance: Ice (½)
Immune: Water

Attacks

Water Veil: Encases itself and its allies in a veil of water that reduces damage from Fire Attacks. Lasts until struck by magic. (6 post cool down)

Water Pistol(Blunt): Fires a fast orb of water at the foe like a large bullet. Water Magic/DMG+16. (3 post cool down)

Ice Piston(Pierce): Ice Magic/DMG:+5, Freeze (10%) (1 post cool down)

Tides Together: Increases itself and its allies Def and Mag. D by 6 points. Stacks up to 3 times. (5 post cool down)

Bitter Cold: Decreases a foes Atk and Def by 4 points. Stacks up to 3 times. (3 post cool down.)

Healing Waters: Conjures up a wave of water to swamp the area and heal allies by 10 points. (5 post cool down)

-

Raptor Knight (Reptile)

Location(s): Silvergrass Plateau, Saria's Lake



Feral bi-pedal lizard whom have trained to become powerful warriors. In their kingdom, they are knights and have the skills to prove their status.

Ability: Leader of the Hunt- As long as this creature lives, itself and all of it's allies gain an additional 15% to all critical rolls.

HP: 80
STR: 27
DEF: 20
MAG: 0
MAG.D: 20

Drops: 90 exp, 150 gp, Silver Sword (5%), Lizard Tail (10%)

Weakness: Fire (x2)
Resistance: Ice (½)
Immune: Water

Attacks

Shield-Bash: Slams shield into opponent. +5 DMG, Stun (20%)

Shield Advance!: After performing Shield-Bash, the creature will thrust its body and shield into the foe, knocking them off balance. + 10 DMG, Stun (50%)

Combination: Slashes opponent 3 times in rapid succession. Slash x3/ +10 DMG, Bleed (10% per hit)

Feral Swing (AoE): The creature performs a vicious cleaving spin, striking all foes around it in a 5 meter radius. Tech DMG+ 20. Bleed (30%)
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PostSubject: Re: Monsters of Gricidea   

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Monsters of Gricidea
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