Pretty Princess Shio
Posts : 1371 Join date : 2010-04-21
| Subject: Starting Natrelmon Wed Apr 21, 2010 11:45 pm | |
| ~ Starter Natrelmon ~ + Olena -> Elwis -> Olve -> Elbedin +- Spoiler:
+ Olena + Stage 1 Type: Ghost/Dark Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 1 MA: 7 D: 2 AS: 3
Appearance:
Height- Olena are about 5 foot height on average, give or take a few inches depending on their gender. Females tend to range in the shorter range giving them a more feminine look and an easy indicator for breeders of which gender their Olena are.
Weight- Medium: 16 pounds on average.
Other notable features- The most common way to describe a Olena is a short person dressed in a black cloak, with wide sleeves, and suspicious reddish stains all over it. This alone tends to give it a rather unsettling aura about it. It has a weightless appearance, seeming to have little to no physical body save the cloak that balloons out as if there was an actual solid mass within it. When you look underneath at where the cloak bottom ends, you’ll notice the Olena is floating three inches off the ground making it seem much taller than it really is. Inside any openings on the cloak is a pitch black abyss which makes it impossible to see the Natrelmon underneath and only increases the creepy factor for this creature. Its face consists of two crimson eyes, easily seen peering patiently through the hood whenever it moves its head. These eyes have no irises and instead seem to be illuminating light, glowing a single solid color. It gives off a faint scent of sulfur as if something was rotting from within it.
Preferred Location: Olena are attracted to dark, abandon and rarely damp places. These places can range from sewers to graveyards, almost anywhere where people are often rarely seen on a daily basis.
+ Elwis + Stage 2 [Evolves from Olena at level 12] Type: Ghost/Dark/Poison Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 1 MA: 10 D: 2 AS: 3 Appearance:
Height- Elwis, after evolution, has gain another foot in height bring the average to 6 foot. Through the inch differences still remain for the genders, females being shorter while males are taller.
Weight- Medium: 20 pounds on average.
Other notable features-Elwis retain much of the same features as Olena, however with some key differences. The cloak has taken on a more reddish hue and seems to be more ‘blood’ stained then in its earlier stage to increase its intimidation factor in its appearance. Black spike like protrusions run along the sleeves tops ranging in an inch length at most and into wick looking points. Three larger spikes, about up to five inches, mount the shoulders to curve around the head. The cloak shape itself has gained a more slender appearance due to the gained foot in height though it still has its weightless appearance. The scent of sulfur also seems more concentrated in strength when compared to the Olena. Preferred Location: Like its earlier stage, Elwis are attracted to dark, abandoned places but they seemed to have outgrown its tolerance of damp places. Never will a trainer find one within a sewer or other similarly wet place, the reason no one can completely understand even with the number of theories out there.
Innate Ability: Silent Shriek - Once per 4 exchanges, Elwis can interrupt all spell casting (including friendly targets) with a shriek. In addition, all magic within 10 feet of the Elwis shatters instantly.
+ Olve + Stage 3 [Evolves from Elwis at level 29] Type: Ghost/Dark/Poison Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 1 MA: 12 D: 3 AS: 4 Appearance:
Height- Appearing to be the last growth spurt, Olve reach the height of seven foot. Females are still smaller but only by one inch than males. This is a difference that with is much harder to tell among the Olve unless one has experience with breeding and know exactly what to look for.
Weight- Medium: 25 pounds max.
Notable appearance traits- In addition to the height and weight, Olve gain see through chains that wrap about its arms and spikes.They rattle and sway, able to be tossed wildly about like whips to attack or frighten unwanted company. Their eyes now have the ability to depict their moods, an easy indicator for many trainers to determine how well their actions fared with their Natrelmon.
Yellow: contentment, joy, pleasure, or another similar emotions. Green: fear, sadness, jealousy or another similar emotion. Red: anger, hatred, pain or another similar emotion.
Innate Ability: Jailer’s Beacon - Once every five exchanges, Olve is able to create a stationary beacon of ghostly energy at a location within thirty feet of itself. This beacon is an anchor point for Eldritch Chains, and as soon as it is spawned the Olve can attach one existing Eldritch Chain directly to it. Only one Jailer’s Beacon can exist at a time.
+ Elbedin + Stage 4 [???] Type: Ghost/Dark/Blood/Poison Growth Rate: Medium Rarity: R Reproduction Rate: ++ [2] PA: 1 MA: 17 D: 5 AS: 8 Appearance:
Height- Elbedin are 7 foot in height, the females slightly smaller and the males at the max height.
Weight- Medium: 25 pounds on average.
Notable appearance traits- Through the height doesn’t grow, the physical changes are hardly possible to ignore. The three spikes on the shoulders grow up and curve around the head until they are two inches above it in height, creating a sort of devilish imagery. The sleeve spikes reach to three inches max as well, both sets becoming a deep, crimson red. The cloak’s coloring has altered to a more dark purple hue, outlined by its see through black aura that resonates off its figure. When an individual, even a trainer or another Natrelmon, comes in close personal range, they are able to feel a chill running up their spine. The chains from its Olve state have remain though they seemed to have grown two to three feet and now dangle from its arms, dragging across the floor.
Location- Elbendin prefer graveyards or condemned house. Often signs of this resident is heard through the 3 am (often known as the witching hour) going bump in the night and shifting things about.
Innate Ability: Internal Haemorrhaging - Once per battle, Elbedin can send pulses of energy through all Eldritch Chains it controls that are attached to enemy Natrelmon or Trainers. Each pulse damages the victim over the next two exchanges, adding a wound every post, and then the pulses explode, dealing 1% of the Natrelmon/Trainer’s maximum health in damage for every two wounds the victim has. A Circle of Scorn is created as each wound is applied.
+ Sparwire -> Crowire -> Hawkline -> Animikii +- Spoiler:
+ Sparwire + Stage 1 Type: Electric/Wind Growth Rate: Fast Rarity: SR Reproduction Rate: 2 PA: 3 MA: 4 D: 2 LS: 2 AS: 4
Appearance:
Height-Most bird like Natrelmon are measured in length, the Sparwire measuring at about 16 centimeters in length.
Weight- Light: less than 1 ounce
Notable appearance traits-Sparwire are slender and light, their body shape an oval with a small, round head. A relatively short, conical bill used for crushing tough seeds or insects. Its pink beak is also able to strip and cut wiring thanks to the sharpen edge, often kept so by continually pruning. The original and nature pattern is a light grey over a darken white underbelly and soft orange highlights.
Under the skin and feathers are slight patterns of electricity that flicker through out the surface, giving the creature a slight fuzzy appear to its appearance. Among its long tail and wings, short wire bits are scattered in unique patterns made of multiple colors. Its sole task is to discharge this pent up energy preventing it from shocking itself as well as its trainer.
Preferred Location: High up places within the city scene. They can nest in various places due to their magnetic nature and ability to stick on almost anything man made, explaining the reason they are often flocked within cities or large towns.
+ Crowire + Stage 2 [Evolves from Sparwire at level 12] Type: Electric/Wind/Dark Growth Rate: Fast Rarity: SR Reproduction Rate: 2 PA: 2 MA: 5 D: 3 LS: 2 AS: 6
Appearance:
Height- about 200 cm in length
Weight- Medium: 20-22 ounce (1.4-1.6 pounds), females being on the heavier end most often.
Notable appearance traits- After evolving, Crowire shows it has grown considerably in size and altered its overall appearance into more of crow. The body shape has become longer, larger and the beak has elongated one with a curved end. Its dual coloring has faded into a sleek, shimmering black making the electrical pattern stick out more vividly. Oddly the creature seems to have centered its habit of placing wiring to its tail and neck, the latter creating a colorful 'mane' of sorts. They spark and hiss just like live wires when irritated or injured.
Location- Commonly they are seen among Sparwire, other Crowire and Hawkline though catching is another matter. Often perched in cities and among man made structures suitable for their nests.
Innate Ability: Flock – Crowire can choose one type possessed by another Wind type Natrelmon in its trainer's current party. For five exchanges, Crowire can use moves of that type up to the level of the Natrelmon from whom it derived the type. Flock has a cooldown of five exchanges.
+ Hawkline + Stage 3 [Evolves from Crowire at level 28] Type: Electric/Wind/Dark Growth Rate: Fast Rarity: SR Reproduction Rate: 2 PA: 2 MA: 7 D: 3 LS: 3 AS: 7
Appearance:
Height- 5 foot and 10 inches tall, 7 foot length from beak to tail
Weight- Medium: 100 pounds
Notable appearance traits- Unlike the Crowire, Hawkline is large enough to ride both on the ground and in the air, its swiftness making making most journeys much shorter. Retaining its dark plumage around the main body and head, the electrical pattern streaking across the surface has become slightly thicker, now symbolizing lightning found in storms. However where the flight feathers and tail should be, a chaotic mess of wires are found instead. These are continually crackling and buzzing to expel any excessive energy from the creature's body no matter its mood or condition. It's advised to never hold one bare handed.
Location: Man made structures are often favorite nesting grounds, their company often kept with other stages of itself. Skyscrapers, tunnels and other metal like objects help provide an ideal surface to 'stick' their nests on securely.
Innate Ability: Chain Lightning - Allows Hawkline to launch any electrical attack from the path of any other electrical attack it has used. This can only be used up to three every two exchanges.
+ Animikii + Stage 4 [???] Type: Electric/Wind/Light/Dark Growth Rate: Fast Rarity: R Reproduction Rate: 2 PA: 5 MA: 11 D: 4 LS: 4 AS: 10
Appearance:
Height- 10 foot
Weight- Medium: 100 pounds
Notable appearance traits- Animikii’s beauty is said to rival that of Suzaku, a legendary Natrelmon. It has retained its massive size and weight while it long has the haphazard wiry appearance completely, instead having a cleaner version compared to its other forms. Its outside has a metallic like sheen to it while the black gives away to the pure white underbelly and underwings, the face displaying patterns of close to a falcon’s. The belly and wing front is spotted by black barred patterns and creating a monochrome theme to its plumage. Each feather appears to be nearly flawless in its appearance from the very shape down to the shine, giving it a perpetual soft glow over its outline.
Lightning streaks across its surface, but unlike its prior stages there seems to be a distinct control about them. Namely when it comes to moods. The more angry an Animikii is, the more ‘stormy’ its surface will become and in pure rage has been know to cover its whole appearance in nothing more than lightning making its detailed features difficult to see. Likewise, the calmer one is then the less lightning to appear on its outer surface and allow its beauty to be easily visible.
Location: Unlike its other stages, Animikii will not dwell in large cities and prefers more open spaces. The reason is unknown but theories revolve around the fact they seem to be attracted to lightning storms and hence could use them to enhance their own appearance by absorbing naturally occurring lightning, especially during mating season. Best time to look for an Animikii is within an open plain during a thunderstorm.
Innate Ability: Warstorm Surge - Once every 5 exchanges, Animikii is able to mark a [Level/4] radius circle on the ground with Animikii at its centre. For the next 2 exchanges, Animikii gains six charges of Warstorm Surge every post. Animikii is able to expend one charge of Warstorm Surge to call down a bolt of either Black or White lightning at a target location, which will strike after a delay of two seconds. The Black Lightning inflicts a mix of Dark/Electric damage, and the White Lightning inflicts a mix of Light/Electric damage. For the duration of Warstorm Surge, Animikii gains +3 MA and each Electric-type attack Animikii uses has a duplicate created along a path determined by Animikii’s trainer. Animikii and its trainer are both immune to the effects of Warstorm Surge. Stacks of Warstorm Surge that are not used at the end of the effect expire with no effect. + Kohitsuji -> Hitsuji -> Ohitsuji -> Crysuji +- Spoiler:
+ Kohitsuji + Stage 1 Type: Psychic/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 3 MA: 5 D: 3 LS: 1 AS: 2
Appearance:
Height- When first born, Kohitsuji are only 2 feet in height.
Weight- Medium: 15 pounds
Notable appearance traits- A spindle legged little 2 month old lamb, its skin is a pale bluish-purple with a tightly curled coat of wool budding around its figure. It had a triangular face with small, black eyes placed more on outside of its head to give it a wider range of sight. Large oval shaped ears perk out a little bit behind the eyes and can reach the length of several inches, enhancing its youthful look. The wool on its squarish body has very soft feeling and as it continues to grow, the wool gains more volume and definition while it edges to evolving. Its tail hangs down to the joint of its hind leg, rarely wiggling. Kohitsuiji are known for their almost complete stillness. When a trainer looks into eyes, they appear to be in a trance due to its meditative. It’s because the Kohitsuiji’s mind is still developing, including its psychic power, and it is continually distracted by its surroundings. When something catches its focus, it will reach out its mind to investigate it some times moving light objects easily through its ability at this stage can be finicky unless trained over years.
Location- High mountain ranges, difficult and rocky terrain that almost impossible to merely climb without assistance. Preferred Location: Mountains and generally difficult to traverse locations.
+ Hitsuji + Stage 2 [Evolves from Kohitsuji at level 12] Type: Psychic/Earth/Light Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 3 MA: 7 D: 5 LS: 1 AS: 2
Appearance:
Height- 35 inches in height (2 ft and 11 inches).
Weight- Medium: 88 lbs.
Notable appearance traits- Hisuji gain size, weight and their appears alters greatly from their flesh and blood counterpart the Kohitsuji. Their outside is a bluish-purple but the outside has taken on a much more rock like material. The smooth planes having a more chiseled sense as if someone had carved the Natrelmon out of stone leaving the project slightly rough. The wool, compared to the flesh, has a bit more of a see through quality making it opaque, giving the wool a unique appearance from the rest of the Natrelmon. When it moves, it merely picks itself up and hovers following to where its heart desires with its telekinesis.
Location- The higher up, the better. Enjoys low oxygen atmosphere and mountain peaks that are filled with fresh grass, crisp berries and difficult to climb which might explain their preferred mode of movement.
Innate Ability: Wheel of the Sun and Moon - Hitsuji creates an additional Psychic Field from all Barriers, non-Earth projectiles, Crystal Prisms, and from its Globes of Ielle and Indolu. These fields are 25% of the size of Hitusji’s own Psychic Field, and it can only have a maximum of [Level/10] additional fields at once.
+ Ohitsuji + Stage 3 [Evolves from Hitsuji at level 30] Type: Psychic/Earth/Light Growth Rate: Slow Rarity: SR Reproduction Rate: 2 PA: 3 MA: 8 D: 5 LS: 1 AS: 4
Appearance:
Height- 40 inches (3 ft and 4 inches)
Weight- Medium: 90 lbs
Notable appearance traits- Ohitsuiji are similarity built to Hitsuji in appearance from crystal like wool to the stony skin with the blue-purplish hue, but two things have drastically changed. Firstly it has gained about five inches in height and secondly are the darker horns growing out from behind its ears, curving to the front. As a Ohitsuji grows in power, its horns become larger and a fade glow is evident to outline displaying its psychic strength. The brighter it is then the stronger it is thank to the horns, their worth valuable since they boost natural psychic energies of a person who mediates within close range. Unfortunately, when the Ohitsuji's horn is cut then it can never grown back.
Location- mountain ranges
Innate Ability: Benevolent Meditation - Whenever Ohitsuji uses Meditation or Psychic Sleep, it regains ne use of Psychic Shield every two exchanges.
+ Crysuji + Stage 4 [???] Type: Psychic/Crystal/Earth/Light Growth Rate: Slow Rarity: R Reproduction Rate: 2 PA: 4 MA: 12 D: 10 LS: 1 AS: 5
Appearance:
Height- 40 inches (3 ft and 4 inches)
Weight-Medium: 90 pounds
Notable appearance traits-After evolving into a Crysuji, its general size and shape hasn't change at all. However the physical form is made entirely of blue-ish violet colored crystal, the hue rather glossy as if almost metallic nature. The wool coat is notably thicker and harder, requiring continual, careful sanding to keep it from putting too much weight on the animal and causing long term health problems. Its horns are larger reaching up to a foot in length, spiraling outward from its head and transparent enough to see a light source glow from it. Genders are easily determined from what color light emits from the horns, the light having a slight pink female and blue for males.
Location- isolated areas one mountain ranges
Innate Ability: Pristine Facets -
Crysuji’s Resonance is not limited to a single type - Resonance stacks reduce damage from all types and are gained from all types of damage. For types of damage that have multiple types, Crysuji gains an additional stack of Resonance for each type beyond the first.
Additionally, whenever Crysuji expends 5 stacks of Resonance it gains the ability to create a Crystal Prism within its aura immediately that lasts for 3 exchanges before dissipating.
At 14 stacks of Resonance, Crysuji’s stacks of Resonance act like a shield, and each instance of damage instead expends an additional stack instead of dealing damage. Resonance is not gained in these instances, and this effect ends as soon as Crysuji has 11 or less stacks of Resonance. + Volcan -> Volcanon -> Volentia -> Voltion +- Spoiler:
+ Volcan + Stage 1 Type: Fire/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 4 MA: 4 D: 3 LS: 2 Appearance:
Height- average 3-4 foot when hunched over onto all fours.
Weight- Medium: 3-4 pounds
Notable appearance traits-Volcan are small mammals with an armored hide which often look like Long, board plates rising off their skin and giving them a spiny look. Their face is narrow and long, the snout having a rodent which houses a 16 inch tongue. This allows the Natrelmon to devour ants, termites and other insects deep within their own nests while its front, shovel like claws tear the mounds apart. The back legs are more like paws, the base flat and cylinder with four claws.
Their hide is a light sandy brown with no markings and allows them to blend into their surroundings rather well. When scared, Volcan can coil up into a spiny ball to discourage predators.
Location: Usually dry and hot places like deserts.
+ Volcannon + Stage 2 [Evolves from Volcan at level 12] Type: Fire/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 4 MA: 7 D: 4 LS: 2
Appearance:
Height- 5 foot
Weight- Medium: 12 pounds
Notable appearance traits- The Volcannon has grown quite a bit compared to its earlier stage, creating some key changes to its appearance. The spiny appearance once used for protection has started to fuse to the skin, giving the Natrelmon a more scaly appearance and often used for heat to raise from. Foreclaws on its front legs have shrunk by nearly two inches and became a bit more blunt in appearance, but now able to dig through solid rock. They merely pound the blunt nail which will chip off piece by piece causing any earthen formation to crumble from the pressure.
On its back, the hump has altered into a more cannon like appendage. The hollowed out, earth like creation pointed frontwards. While the cannon’s preferred position is forward, it can pivot to the sides and rear through it can’t shift up or downward. To cover this weakness, Volcannon often stretch out their front limbs to bring their front half lower.
Location-Deserts and Savanna, anywhere slightly dry.
Innate Ability: Assault Cannon - Assault Cannon is a simple ability that allows Volcannon to launch fire type moves from its cannon. The cannon adds an additional 10 feet of maximum range to moves fired from it.
+ Volentia + Stage 3 [Evolves from Volcannon at level 30] Type: Fire/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 5 MA: 9 D: 5 LS: 2
Appearance:
Height- 7 foot
Weight- Medium: 25-30 pounds
Notable appearance trait-Larger than Volcannon though it still shares many of the same features, it has developed three 'mounts'. The center one is largest and the bone fused, preventing movement, as the smaller two are able to rotate in place. Still a hunched rodent, Volentia's limbs have started to widen in their stance. This prevents it from being able to bring its forelegs from the ground.
Location-Desert, savanna and other low shrub and hot places.
Innate Ability: Bombardment - Once every 10 exchanges, Volentia can use a single fire type move, which will then be launched from all of Volentia's active cannons. However, the original attack will launch from a single cannon and a second later another cannon will launch the same attack, then the third, so on so forth.
+ Voltion + Stage 4 [???] Type: Fire/Earth/Steel Growth Rate: Medium Rarity: R Reproduction Rate: 2 PA: 5 MA: 14 D: 8 LS: 5
Appearance:
Height-7'6 foot
Weight- Medium: 375 pounds
Notable appearance traits-Voltion is massive, its mass multiple almost to twelve times when it was Volentia. Still looking like an armadillo with scale like ridges all over the red body, its legs able to lock in place and create an amazingly stable base. The four large cannons mounting the sides are both able detach, swivel and fire depending on its location. The reason for this is because the cannons themselves are made purely of metal and are magnetically attached to four small metal spike on its body, each one 6 inches long.
The steel traits extend to cover the legs' outside sided with about three 2-3 inch spikes curved upwards. Many trainer describe them as mini scythes in design. On its thin, triangle head is a hard metal plate. Though most would expect its wide visual range to be hindered by the cannons, the Voltion seems to have a sort of extrasensory that allows it to sense another Natrelmon or presence from the cannon protruding outside its back.
Location-Desert, deep underground.
Innate Ability: Tactical Assault - Tactical Assault allows Voltion to separate its cannons from its body. The cannons stand on a 'tripod' and the height is adjustable up to 5 feet in height. They are able to pivot relatively quickly and can adjust the angle of the nozzle rather fluidly. The cannons must be positioned by Voltion by it moving to the area it wishes to position them then remove them. For every two cannons Voltion removes from its body, it gains + speed. The cannons are wedged into the ground and only earth moves are capable of dislodging them effectively. + Sakura -> Sakura-re -> Sakura-oh -> Sakura-sei +- Spoiler:
+ Sakura + Stage 1 Type: Grass Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 2 MA: 6 D: 1 LS: 5
Appearance:
Height-2'3" Foot
Weight- Light: less than an ounce
Notable appearance traits- Sakura are among one of the completely female Natrelmon, each member is inherited that gender. The Natrelmon’s body looks like a several times magnified cherry blossom with the five petal star. The head being the tip petal with bright yellow dots standing in for its eyes, which can blink when examining their surroundings. At the center is several little stamen that touch and feel her surroundings, giving her details from the air through scents.
Location-Anywhere besides incredibly windy and hot areas.
+ Sakura-re + Stage 2 [Evolves from Sakura at level 10] Type: Grass/Light Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 3 MA: 7 D: 2 LS: 5
Appearance:
Height- 3 foot
Weight- Light: 2 ounces
Notable appearance traits: When Sakura are ready to evolve, they seek out a newly growing weeping cherry tree and merge its soul with the plant. Upon merging, a bright light happens bring the plant to life. Sakura-re no longer has the humanoid form as the tree's trunk sprout branch like arms and separate her lower roots creating two 'legs' to walk with. There's even a vague feminine face peering out from upper half of the torso. Her long trailing branches framing her face and a bright pink coloring.
Location:Anywhere that's lush and green without harsh winds or hot temperatures. Grasslands, jungle, etc.
Innate Ability: Verdant Spheres - Whenever Sakura-re is within a Globe of Ielle’s range, it gains 5% of its current Lifecharges per post.
+ Sakura-oh + Stage 3 [Evolves from Sakura-re at level 30] Type: Grass/Light/Psychic Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 5 MA: 7 D: 2 LS: 6
Appearance:
Height- 5’6” foot
Weight-Light: 10 ounces
Notable appearance traits-When a Sakura-oh evolves, the wooden exterior fades into thin air. Their figures are now defined by the continually shifting cherry blossoms petals collected in one place. The small body itself seems to be made of an opaque but see through material which the petals float inside. They move in a chaotic pattern and despite any strong gusts or attacks, the petals never scatter. Together they create a distinct, curvy humanoid shape with long fingers and endless flowing hair. Their feet hover about a few inches from the ground wherever they travel. Two neon yellow eyes peer out of her head, increasing the Natrelmon's elegance. Sakura-oh is now more physical in its attacks, preferring to use its body as a weapon.
Location:Anywhere that's lush and green without harsh winds or hot temperatures. Grasslands, jungle, etc.
Innate Ability: Bladed Escape - Once every 3 exchanges, the Sakura-oh can separate every petal that makes its body. Then, it can move all of those petals into one attack, then reform in a new location. During this time, Sakura-oh takes 50% less damage. If Sakura-oh has more than 100 Lifecharges and hits a target with Bladed Escape, it can use 50 Lifecharges to immediately reset the cooldown on Bladed Escape. This effect has a six exchange cooldown.
+ Sakura-sei + Stage 4 [???] Type: Grass/Fighting/Psychic/Light Growth Rate: Medium Rarity: R Reproduction Rate: 2 PA: 10 MA: 10 D: 4 LS: 7
Appearance:
Height-5’6” foot
Weight-Light: 15 ounces
Notable appearance traits-Sakura-oh and Sakura-sei both look similar in appearance, save for a few key differences. Her main form is made from light giving the opaque shape a slight reflective shimmer. The petals are larger and more chaotic in their flowing pattern while her features are more defined. It’s easy to tell there’s a female in the face as her outline has a pale blue glow. At her side is katana blade made from the same see through substance through it is much brighter, like holding a sunbeam.
Location:Anywhere that's lush and green without harsh winds or hot temperatures. Grasslands, jungle, etc.
Innate Ability: Immortal Blade - Sakura now wields a katana of golden light. The sword is doubly effective against any creature that is weak to any of Sakura-sei's types. Sakura-sei also takes reduced damage against creatures it is super effective on. Sakura-sei can fully restore itself (moves and health) once per battle. Lastly, as long as Sakura-sei still has its sword it cannot be killed by any other Natrelmon or spell, but can be knocked out. + Doshe -> Kanshe -> Nidoshe -> Sososhe +- Spoiler:
+ Doshe + Stage 1 Type: Steel/Poison Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 6 MA: 1 D: 4 LS: 4
Appearance: Height- 6’ to 8’ in height, their length reaching up to 2 feet in length. Widths averaging around 12-16 inches.
Weight - Medium: 25 pounds
Notable Appearance Traits- Doshe, an arthropodic scavenger is very rarely seen as it hardly needs any sustenance, and only comes out at night to scrounge for food. It has multiple tiny legs to each side that allow it to scuttle quickly across the ground, making it deceptively fast. The hard exoskeleton covering the dorsal body surface and its well marked segmentation are comprised of a metallic alloy give it a fair amount of survive-ability. Artisans prize parts scavenged from its shed exoskeleton because of their extreme durability, yet very light weight.
Preferred Location: Cities, often within basements or concrete areas that are dark and dry.
+ Kanshe + Stage 2 [Evolves from Doshe at level 12] Type: Steel/Poison Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 7 MA: 1 D: 5 LS: 4 AS: 3 Appearance: Height- The Kanshe have almost doubled in size, 12' to 16' in height. The length has increased to 6' but the width hasn't changed, remaining at 12-16' max both genders. (excluding the protrusions which add another 6 inches to each side from its head.
Weight- Medium: 35 pounds.
Notable Appearance Traits- In addition to gaining size, Kanshe has shed its primary shell exoskeleton for an articulated covering. To the sides of its head it now has two blade-like protrusions, and 3 spines protruding up and back from the top, which it typically uses to fend off predators.
Innate Ability: Drone Promotion- Kanshe has no limit upon what it may take in its supply depot and now generates 2x ingots per lvl instead of ingot per lvl
+ Nidoshe + Stage 3 [Evolves from Kanshe at level 27] Type: Steel/Poison Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 8 MA: 2 D: 6 LS: 4 AS: 4 Appearance: Height- Growing another foot in height and another 2 feet in length, BLANK has grown 8 dominant legs and a large tail which sports a very large needle. This needle can be used to inject poison or shoot at enemies blah blah claws blah blah.
Weight- Medium: 90-100lbs.
Notable Appearance Traits-
Innate Ability: Venomous Fallout- ranged steel abilities (siege, mid, sniper) now proc miasmic barrage without consuming a use of the ability upon impact from the impact area
+ Sososhe + Stage 4 [???] Type: Steel/Poison/Blood Growth Rate: Medium Rarity: R Reproduction Rate: 2 PA: 11 MA: 9 D: 7 LS: 5 AS: 5
Appearance: Even larger than Nidoshe, it is a very intimidating creature. Most of its physical characteristics remain in tact,although its tail and legs have grown thicker and more armored without lowering its speed and maneuverability.
Innate Ability: enom Epidemic - Each wound caused by Sososhe now can double the current stacks of venom. This stacks additively (Aka 1 wound and 20 stacks of venom becomes 40 stacks of venom. 2 wounds is 60 stacks). Can only be used once every 2 exchanges
Innate Ability: Venomous Scorn - may relieve enemy of 10 stacks of venom to have any ranged ability apply a Circle of Venemous Scorn, centering around the impact. This not only follows circle of scorn and other related abilities, it also adds 10 stacks of venom for every post the opposition remains inside it. After 1 exchange, Circle of Venemous Scorn gain the effect of Infestation as well. + Eishund -> Reishund -> Fureishund -> Aufureishund +- Spoiler:
+ Eishund + Stage 1 Type: Ice Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 4 MA: 5 D: 4 LS: 4
Appearance: Eishund is a large white dog resembling a Great Pyrenees (http://en.wikipedia.org/wiki/Great_Pyrenees). Bits of ice that are scattered about its fur make it seem to shimmer in the light. It is a fiercely loyal companion and maintains watch over its allies.
+ Reishund + Stage 2 [Evolves from Eishund at level 12] Type: Ice/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 6 MA: 5 D: 5 LS: 4
Appearance: Reishund is only slightly larger than Eishund. However, more of its body has become protected by a soft glowing ice. A sheet of strong ice covers its head, belly, back, and parts of its legs.
Innate Ability: Beckoning Roar - Reishund has the ability to bark once every six exchanges. One exchange after the bark, a fissure begins to form in a straight line with a distance of [Level/2] feet, taking one exchange to fully form. After the fissure is fully formed, it opens up and unleashes a blast of freezing energy that slows all enemies within 5 feet of the fissure by 25% for two exchanges. The fissure then acts like a normal fissure for the remainder of the battle. Additionally, all of Reishund’s physical attacks deal additional Ice-type damage.
+ Fureishund + Stage 3 [Evolves from Reishund at 22] Type: Ice/Light/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 7 MA: 9 D: 10 LS: 5 Appearance: Fureishund is 1.5 times the size of the original Eishund and its ice coverings have become significantly more grand, occasionally having soft pulses of light emit from its armor. In addition, ice extensions protrude past its leg joints like vicious blades.
Innate Ability: Arctic Endurance - Fureishund heals for [Level/10]% of all damage that it takes while within a Blizzard or Beckoning Roar over the course of two exchanges. If an ally would take damage within 10 feet of Fureishund, Fureishund may instead take that damage.
+ Aufureishund + Stage 4 [???] Type: Ice/Crystal/Earth/Light Growth Rate: Medium Rarity: R Reproduction Rate: 2 PA: 7 MA: 9 D: 10 LS: 5 Appearance: ...
Innate Ability: Warden's Vigil - Aufureishund's Earth-type moves are coated with a thin layer of crystal, negating the first instance of damage they would take. While the crystal remains, if any part of the terrain is within the light of a Globe of Ielle, all crystal covered terrain is considered to be within the Globe of Ielle.
Aufureishund's Blizzards count as Globes of Indolu.
+ Mythin -> Mythari -> Mythrael -> Mythraxus +- Spoiler:
+ Mythin + Stage 1 Type: Dragon/Wind Growth Rate: Slow Rarity: SR Reproduction Rate: 2 PA: 1 MA: 5 D: 3 AS: 4
Appearance: Mythin is a small gecko-like Natrelmon (about 3 feet long) with colourful leathery wings with a wingspan of about two feet long. The wings are inscribed with strange, draconic symbols that seem to leave behind faint magical imprints that last for a second or two whenever the Mythin moves its wings. Mythin are known for being very elusive, and will dart away from trouble if possible.
Preferred Location: Mythin are fairly ubiquitous and can be found in almost any area.
+ Mythari + Stage 2 [Evolves from Mythin at level 13] Type: Dragon/???/ Growth Rate: Slow Rarity: R Reproduction Rate: 2 PA: 3 MA: 6 D: 4 AS: 3
Appearance: Mythari is a larger version of Mythin, having grown to about 4-5 feet long, and has gained two additional wings. Mythari’s colourfulness has decreased somewhat and its underbelly has gone completely grayscale. The runes on its wings are also grayscale, though the imprints they leave still have a small amount of colour left. Mythari are bolder than Mythin, and will face challenges head on with their magic.
Innate Ability: Adaptive Lexicon - Mythari gains up to two additional types based upon the highest ranking spell schools of their trainer. Wild Mythari take on two random types. Additionally, Mythari are telepathic as long as their trainer has Rank III or above in a school of magic.
Abjuration - Light (Ielle) Invocation - Psychic Mistshaping - Water Stormcalling - Electric Windspeaking - Wind Searsinging - Fire Stonewarding - Earth Frostweaving - Ice
Advanced schools, as below, count for two types:
Gishiki - Light (Ielle) / Light (Indolu) Shadebinding - Dark / Ghost Blood Magic - Blood / Fighting Necromancy - Blood / Dark Seedsowing - Grass / Light
Preferred Location: Mythari are fairly ubiquitous and can be found in almost any area.
+ Mythrael + Stage 3 [Evolves from Mythari at level 30] Type: Dragon/???/??? Growth Rate: Slow Rarity: R Reproduction Rate: 2 PA: 5 MA: 6 D: 5 AS: 4 LS: 2
Appearance: Mythrael is a far cry from its predecessor, and is now about 15 feet long. Mythrael are completely grayscale, and particles that look like fine ash constantly emanate from Mythrael before disappearing. Mythrael only has two wings now, but they are much larger and are often folded on to its body to give the illusion of them not existing. The wings now glow with ashen versions of the previous runes, and can be read by sufficiently skilled mages. The runes, while few in number, give the impression of vast reserves of knowledge relating to the schools of magic that Adaptive Lexicon has given Mythrael.
Innate Ability: Empowering Leylines - Mythrael has the ability to grant its trainer a surge of magical energy, granting them one rank in their highest spell school for the next spell of that school they cast once per battle. Additionally, Mythrael has the ability, once per battle, to create a leyline 50 feet long in any direction. All magic cast on this leyline, including that of the opponents, is 10% more potent and the first spell each individual casts is free for Rank V and lower spells.
+ Mythraxus + Stage 4 [???] Type: Dragon/Psychic/???/??? Growth Rate: Slow Rarity: R Reproduction Rate: N/A PA: 7 MA: 11 D: 7 AS: 7 LS: 2
Appearance: Mythraxus is a 25 foot long dragon that looks almost identical to Mythrael, but the runes are no longer confined to its wings, and spread all over its body. The fine ashen particles are slightly thicker and occasionally take the form of runes. Mythraxus does not need to flap its wings to stay afloat, and often hovers in the area simply by its sheer magical energy. Mythraxus' eyes belie a vast intellect and age well beyond its years.
Innate Ability: Covenant of Souls - When Mythraxus would be summoned into battle, the trainer may instead merge their soul with Mythraxus. Once the trainer’s soul is merged with Mythraxus, Mythraxus can never be traded and it can sacrifice its own life should its trainer take a lethal blow to spare the trainer’s life. As a cost for this effect, the trainer loses two ranks in their highest Magic school. When Mythraxus’ trainer dies, so does Mythraxus if this effect is not used. Mythraxus can never be captured by a relic should one be encountered in the wild.
The main effect of Covenant of Souls is that the trainer can merge with Mythraxus for the battle, essentially allowing for 2 versus 1 battles as the trainer is also a Natrelmon. This change lasts until the end of the battle. Mythraxus will gain experience equal to the experience the other Natrelmon gained, and the trainer will gain Magic experience.
+ Kaigara -> Kaiguard -> Kaigress -> Kaigire +- Spoiler:
+ Kaigara + Stage 1 Type: Water/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: 2 PA: 3 MA: 3 D: 5 LS: 2 WS: 2 Appearance: Kaigara are a breed of snapping turtle with sharp claws, a nasty bite, and a large, heavy head that is capable of rotating 180 degrees so as to give in an aerial view. Kaigara have long thick shells with three longitudal dorsal ridges each holding spikes and raised plates. Kaigara are naturally black and dark brown, but due to their aversion to land are covered in algae making their color significantly lighter. Kaigara are generally around 35 pounds in weight and 15 inches in length, but near evolution can reach around 140 pounds and 30 inches. However, Kaigara rarely grow over 10 inches in height.
Innate Ability: Terra Osteoderm: Kaigara's shell is made of hardened earth infused with its bone structure, allowing Kaigara to use moves from it shell as well as regenerate its shell using the surrounding earth, though this does not heal it.
+ Kaiguard + Stage 2 [Evolves from Kaigara at level 12] Type: Water/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: 4 PA: 4 MA: 4 D: 8 LS: 1 WS: 1
Appearance: Now 2 feet tall, 5 feet long, and 3 feet wide at the larger sections of it's body, Kaiguard are massive, weighing about 500 pounds, with certain individuals reaching nearly 800 pounds. Kaiguard retain much of Kaigara's features such as a flexible head and a spiky ridges shell. However, Kaiguard are much more heavily armored with a thicker shell, earth plates on its joints and an earthen covering reminiscent of a knight's helm their head that leaves only their face exposed, though a stone visor to protect the face can be made. These additions act like Kaigara's earthen and can be removed at will for the purpose of sleep or reproduction.
Innate Ability: Genbu's Knowledge - Kaiguard has the ability to look through instances of water and earth under its control as if they were not there. In addition, Kaiguard's water attacks can pass through its earth attacks at will as if they were intangible and vice-versa. Kaiguard may also launch water attacks from any structure it would launch an Earth attack from.
NOTE: Spells requiring eye contact do not proc through barriers blocking sight under Kaiguard's control unless the spell-caster can also see through the obstruction.
+ Kaigress+ Stage 3 [Evolves from Kaiguard at level 32] Type: Water/Earth Growth Rate: Medium Rarity: SR Reproduction Rate: ++++ PA: 5 MA: 5 D: 10 LS: 1 WS: 1 Appearance: Twice as large as a Kaiguard, it has gained a bone growth at the joint of its legs. They are very capable of taking strong blows and stretch up about 2 feet from the join and spread out like shields.
Innate Ability: Patient Rebuilding - Kaigress' earthen structures and Condensation puddles are exceptionally persistent, regenerating completely over the course of 3 exchanges once they are destroyed or their size is reduced in some manner. Whenever Kaigress takes damage, Patient Rebuilding goes on cooldown for three exchanges if it is not already on cooldown.
+ Kaigire + Stage 4 [???] Type: Water/Water/Earth/Earth/Crystal Growth Rate: Medium Rarity: R Reproduction Rate: 5 PA: 7 MA: 6 D: 14 LS: 3 WS: 4
Appearance: Only 1.5 times the size as Kaigress, there is little change. However, Kaigire is now able to go bipedal. The bone growths are now significantly larger and are almost indestructible thanks to a thin sheen of crystal that coats them. Kaigire sports similar crystal coverings elsewhere, causing it to glisten within the water.
Innate Ability: Resonant Abundance - If Kaigire's walls are hit, they grant Kaigire a stack of Resonance. If Kaigire is stood on a Condensation puddle or within three feet of one of their earthen structures, they gain a stack of Resonance and Rejuvenation at the end of each exchange. If an ally also benefits from Resonant Abundance, their stacks are instead equal to the total stacks of all allies currently benefiting from it.
Additionally, Kaigire's body and limbs are coated in a layer of crystal armour that is completely indestructible. Kaigire only takes 80% of the damage from all attacks, and effects that require physically touching Kaigire do not work, except for areas unprotected by the armour. + Gen -> Chu -> Jou -> San +- Spoiler:
+ Gen + Stage 1 Type: Fighting/Steel Growth Rate: Medium Reproduction Rate: How many offspring does it produce in a month? Rarity: U PA: 5 MA: 1 D: 3 LS: 4
Appearance: A small, round black ball, with narrow red eyes. Across it's back, it has two, 6 inch 'swords'. It has very short legs and arms, but despite that... it is very fast. Preferred Location: Anywhere with a temperate climate.
Innate Ability: Faulty Depot - Gen is only able to use the Close Combat and Defensive Trees in its Supply Depot. As a result, it has a permanent 25% damage increase.
+ Chu + Stage 2 [Evolves from Gen at level 15] Type: Fighting/Steel Growth Rate: Medium Reproduction Rate: How many offspring does it produce in a month? Rarity: U PA: 7 MA: 1 D: 3 LS: 6
Appearance: No longer the more whimsical ball shape, it stands about 3 feet high in a full humanoid form. It appears to be covered in black cloth, which is around all of its body except for where it's eyes are. In addition to it's swords, it has gained numerous other metallic items, more towards the line of ‘ranging'.
Innate Ability: Art of the Kusarigama - Chu can no longer produce Ghost Knives. Instead, Chu produces a sickle with a chain attached to its base which it may use as a melee or ranged weapon. This weapon, called a Kusarigama, has the passive ability that whenever it successfully strikes an enemy, it marks them. The next attack that Chu lands, except a Kusarigama attack, will deal damage equal to that of the initial strike. Kusarigama do not cost Ingots.
+ Jou + Stage 3 [Evolves from Chu at level 30] Type: Fighting/Steel/Dark Growth Rate: Medium Reproduction Rate: How many offspring does it produce in a month? Rarity: U PA: 8 MA: 3 D: 3 LS: 6
Appearance: Identical to Chu, but it is now 2 feet taller and has a more lean form. Over the tops of its hands, 8 inch long blades can appear when striking. It still has the blades from the pervious evolution, which are now 1 foot in length.
Innate Ability: Ninpo: Shadow Strike - For each successful ranged hit with a Kusarigama, Jou may instantly use a free Surprising Speed along the chain’s path. For each successful melee hit with a Kusarigama, Jou’s next non-Kusarigama attack will grievously wound the opponent, dealing 50% of the initial strike’s damage and prevent all healing for the next two exchanges.
Additionally, Kusarigama instantly break barriers below Jou’s level.
+ San + Stage 4 [???] Type: Fighting/Steel/Poison/Dark Growth Rate: Medium Reproduction Rate: How many offspring does it produce in a month? Rarity: SR PA: 9 MA: 7 D: 4 LS: 11
Appearance: A dominating 6 feet in height and the form of an Olympic acrobat, San is a fighting force to be reckoned with. Weapon wise, not much has changed, but it is far faster and is now equipped with some small explosives.
Innate Ability: Ninpo: Marked for Death - San’s successful ranged Kusarigama attacks bind the enemy in chains, reducing their movement speed by 75% for the next two exchanges. San’s successful melee Kusarigama attacks poison their victim for two exchanges. All damage sustained while poisoned will be duplicated and stored within the poison. When the poison expires after two exchanges, all of the damage it stored will be dealt over a further two exchanges.
Additionally, once every six exchanges, San can throw down a cover of smoke that is [Level/2] feet in diameter that lasts for three exchanges. While within the smoke, San is invisible except to advanced sensory abilities, and takes 20% less damage from AoE attacks. Attacking or being hit by a direct attack will reveal San for the next exchange. The smoke does not obstruct vision outside of making San invisible.
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