Monsters

Darkwasp

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Darkwasps are huge insects that inhabit the various swamps found around the world. They live in small packs but are fiercely territorial to any other of their own species. They are unable to mate within their own pack and during certain seasons the packs will scatter for months on end only to rejoin later on. During this time, the male and female Darkwasp never meet, instead the female lays the eggs and then abandons her temporary nest, allowing the smaller male to move into her territory and discover the nest. Hormones are used to warn the wasps when they are approaching the nest of one of their own pack, causing them to leave it alone.

Race: Monster/Beast (Flying)
Biome: Forest, Swamp
Rating: Medium

Special traits:

Endurance +1 Hit Point per level
Impulsive Unit goes first in combat
Spit Poison Aiblity: Ranged attack that does the caster's Attack in poison damage
Flying This unit is capable of flight and counts as Flying

Demonhound

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Demonhounds are fiercely loyal beings that were set in ancient times to protect various artifacts of great value. They would stand guard long after their masters died, eternally bound by magical chains to serve until the world's end. Demonhounds do not require sustenance, although they will take more than a little pleasure in devouring anyone who comes to claim the treasures they were set to guard.

Race: Monster/Beast (Demon)
Biome: All
Rating: Strong to Deadly

Special traits:

Cold Resistance +50 Cold resistance
Fire Resistance + 50 Fire resistance
Overpower Unit's attack damage is multiplied by the members of the defending group
Counterattack +1 Counterattack
Demon Unit counts as Demon
Loyal Unit cannot be Charmed (from abilities such as Tame and Silvertongue)

Demonshrill

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Demonshrill may be recruited from Demonshrill Lairs.

The Fire Shrill were the only amongst the shrill able to survive in the fiery depths of hell. Thus it should come as no surprise that the unholy union of Demon and Shrill exists only based on their form.

Race: Special/Monster (Twisted Demon Male)
Biome: All (prefers adjacent Crystal Crags)
Rating: Medium

Special traits:

Blood: Demonshrill +50 Fire resistance, +1 Moves. Cannot be knocked Prone.

Cannot equip mounts. They can equip boots and leggings (no graphics shown).

Demonshrill count as:
Twisted
Demon
Monster
Male
Shadowstrike Attacks ignore 25% of the victim's Defense
Tangled Web Ability: Tangled Web. Target enemy is immobilized for 3 rounds unless they resist
Acrobat +1 Dodge per Level
Equipment This unit brings a variety of equipment, including armour and weapons, to battle. Demonshrill prefer weaponry that deal Poison damage.

Deserthorn

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Deserthorns are eyeless beasts that wander the deserts of the world. They will charge at any hostile movement. The Deserthorns bond for life with their mates and killing one of a pair will send the other into a crazed rage.

Race: Monster/Beast
Biome: Desert
Rating: Weak

Special traits:

Charge +3 Moves and +3 Attack on the first turn of combat
Rage +8 Attack when under 50% Hit Points
Vulnerable to Cold -50 Cold resistance

Electroalg

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Electroalg wandered in from the oceans after the Cataclysm. Capable of limited movement, they are unlike anything else seen on Elemental. They are able to electrify themselves for defensive purposes, and are even able to hurl lightning at enemies. Although they are generally peaceful and won't threaten those who just pass by, if challenged for control of their nesting grounds they will fight with great strength.

Race: Special/Monster
Biome: Beach, River, Swamp
Rating: Medium

Special traits:

Endurance +1 Hit Point per level
Cannot Be Knocked Prone Cannot be knocked Prone
Vulnerable to Cold -50 Cold resistance
Lightning Defense When struck in combat attacker suffers a +4 Lightning attack
Classless This unit counts as Monster but nothing else
Algae Lightning +4 Lightning attack
+0.5 Lightning attack per level
Ranged attacks

Faerie

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Faeries - or the Fae as some call them - are mischievous spirits of the woodland realms. They live short lives and don't have time to develop deeper emotional connections to the people around them. Instead, they spend all their days playing. Their most popular plaything is teasing others. Faeries have no concept of morality and don't know when to stop, even after putting their "marks" in danger.

A philosopher once tried to translate parts of the faerie language. A rough translation of one faerie talking to another faerie:
"Do you think that you and I will see each other again?
Do you think that you and I will have a future together?
Do you think that you and I will live a lot longer?
I don't think so.
Do you think that you and I will remember tonight?
Do you think that you and I will dream us back here?
Do you think that you and I will live happily ever after?
Even if we never meet again?
Hands up towards the skies - foreheads to the ground - We're going to Heaven - Angels are crying - City is Awake - All is Forgiven - Let's get drunk - Life is Meaningless - Who cares? - Night is beautiful - Like you and I.
Do you think that you and I will win this competition?
Do you think that we have a chance against all the others?
I wish I had more than this feeling; that all is already passed and gone."

Race: Monster/Beast
Biome: Forest
Rating: Weak

Special traits:

Endurance +1 Hit Point per level
Cannot Be Knocked Prone Cannot be knocked Prone
Spell Resist I +10 Spell Resist
Spell Resist II + 20 Spell Resist
Beguile Ability: Victim has a 50% chance to swing at a random unit in melee instead of his target, unless they resist
Faerie Magic +4 Arcane attack
+1 Arcane attack per level
Ranged attacks

Firebee

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Firebees are easily distinguished by their bright blue and orange colours. Their three stingers contain a flammable liquid that is ignited by a burst of energy from the stinger. They are particularly active during spring.

Race: Monster/Beast (Flying)
Biome: Plains
Rating: Weak

Special traits:

Impulsive Unit goes first in combat
Flying This unit is capable of flight and counts as Flying
Fire attack Unit deals a combination of Fire and Pierce attacks

Gargantuan Crustacean

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The Gargantuan Crustacean was commonly fished for its delicious meat, until one day when the beasts set a trap for the fishers. They allowed one of their own to be captured in the submerged cages used by the fishers, and when the fishers came to collect their capture, the crustaceans attacked and killed all but one fisherman. This story repeated (after all, none believed the first fisherman) until the beasts were considered too dangerous to fish. Its one claw has an incredible grip that can crush bones.

Race: Monster/Beast
Biome: All
Rating: Weak

Special traits:

Immune to Cold +100 Cold resistance
Frostborn Units struck suffer -3 to Initiative
Vulnerable to Fire -50 Fire resistance
Cannot be knocked prone Cannot be knocked Prone
Tough +3 Hit Points per level

Gibbai

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Gibbais are dark spirits that first crawled out of their hiding places during the War of Magic. As is well known, this was the first time that the lands became truly affected by the Kingdom and Empire ideologies, causing the very environment around these nations to change. Possibly this gave the Gibbai their dark powers. Half-corporeal, their touch can pass through almost any armour and reach for the heart of whoever they have set their evil minds to haunt that day. They are disturbing to look at with the naked eye, parts of their body will grow transparent and then return to normal moments later. They are even capable of using this fading method to levitate for short amounts of time.

The Gibbai are responsible for much of the bad blood that has risen against the Shadows of late, even though the Shadows and the Gibbai are nothing alike.

Race: Monster/Elemental (Flying)
Biome: Swamp/Forest
Rating: Strong

Special traits:

Tough +3 Hit Points per level
Spirit Touch Attacks ignore 100% of target's Defense
Dodge I +4 to Dodge
Dodge II +5 to Dodge
Dodge III +6 to Dodge
Deflect Missiles +20 Dodge vs Ranged attacks
Nightmare Dimension If attacked on the strategic map, Gibbai will pull the attacking army into an alternate dimension. While in this dimension the Gibbai deal +50% Pierce attack against all targets. If the Gibbai are the ones that initiate the battle, this effect does not occur. If the Gibbai are grouped with other units this effect may sometimes occur if attacked.
Flying This unit is capable of flight and counts as Flying

Gorgon (Fiery)

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Fiery Gorgons may be recruited from Fiery Gorgon Lairs.

A Gorgon is a half-snake half-man. Female Gorgons sometimes have snakes for hair.

Race: Special/Monster/Beast (Male)
Biome: All
Rating: Medium to Strong

Special traits:

Blood: Gorgon Cannot Be knocked Prone. +1 Moves.
Gorgons count as:
Monster
Beast
Male

Hypnotize - Target has 50% (- 5% per own level + 5% per caster level) to lose its next turn. Can be resisted. 8 mana cost. Range 3.
Acrobat +1 Dodge per Level
Impulsive Unit goes first in combat
Equipment This unit brings a variety of equipment, including armour and weapons, to battle. Fiery Gorgons prefer weaponry that deals Fire attack.

Gorgon (Ophidian)

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Ophidian Gorgons may be recruited from Ophidian Gorgon Lairs.

A Gorgon is a half-snake half-man. Female Gorgons sometimes have snakes for hair.

Race: Special/Monster/Beast (Male)
Biome: All
Rating: Medium to Strong

Special traits:

Blood: Gorgon Cannot Be knocked Prone. +1 Moves.
Gorgons count as:
Monster
Beast
Male

Hypnotize - Target has 50% (- 5% per own level + 5% per caster level) to lose its next turn. Can be resisted. 8 mana cost. Range 3.
Impulsive Unit goes first in combat
Ironskin +3 Defense
Spell Resistance 1 +10 Spell Resist
Spell Resist 2 + 20 Spell Resist
Equipment This unit brings a variety of equipment, including armour and weapons, to battle. Ophidian Gorgons prefer chainmail armour.

Halfdrakes

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Halfdrakes may be recruited from Halfdrake lairs.

Very little is known of the Halfdrakes. They are exceptionally dangerous in battle but despite their violent nature they do not have an explosive temper. As a race they are highly skilled and have maintained good relations with their predecessors, the drakes, often fighting alongside them in battle. Anyone who manages to recruit them to a cause should consider themselves extremely lucky as they are always determined to see things through to the bitter end. Without a doubt they are one of the strongest races currently inhabiting the world, but they are few in numbers just like the drakes before them. As for their morality… who can tell?

Race: Monster/Dragon (Male)
Biome: All
Rating: Strong

Special traits:

Blood: Halfdrake Cannot be knocked Prone, +1 Moves, +0.5 Defense per level.

Halfdrakes count as:
Monster
Dragon
Immortal
Male

Double Strike- Strike twice at -20 to Accuracy
Rage +8 Attack when under 25% Hit Points
Endurance +1 Hit Point per Level
Equipment This unit brings a variety of equipment, including armour and weapons, to battle. Halfdrakes prefer plate armour and two-handed swords.

Kami

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Kami are forest beasts that are half living and half tree. Some believe them to be the forest reincarnated in a mobile form, but this is just superstition. The Kami are ancient creatures that were roaming the forests long before the first Lizardmen (the first sentient race) built their civilizations. When the Lizardmen challenged the six Primordial Elements for their godhood, the Kami fought with the gods against the Lizardmen and were given immortality as a reward when their side was ultimately victorious.

Race: Monster/Elemental (Immortal)
Biome: Forest (wanders all the world)
Rating: Medium to Strong

Special traits:

Endurance +1 Hit Point per level
Cannot Be Knocked Prone Cannot be knocked Prone
Immortal Unit cannot die from old age and counts as Immortal
Vulnerable to Fire -50 Fire resistance
Regeneration II Unit heals 6 Hit points per round

Landshark

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Landsharks have become increasingly common after the Cataclysm. Likely this is because their natural hunting grounds, the oceans, have largely died out. Landsharks were given their name due to their illogical ability to "swim" on land. This is a magical ability, which in itself is remarkable. It seems that these Landsharks exist partially in a different dimension, where a layer of water covers all the world. They are able to use this water to swim in, and even breathe in it. They still prefer the water we have in our reality, so being forced onto land to look for prey has caused them to become increasingly aggressive towards all species (normally they just hunt small fish).

Race: Monster/Beast (Flying)
Biome: Plains
Rating: Medium

Special traits:

Tough +3 Hit Point per level
Venomous Melee attacks also do 2 Poison damage per round to the victim
Immune to Cold +100 Cold resistance
Hobble Unit can use Hobble, which does normal damage and reduces the target's Moves by 1 for the next 3 actions
Flying This unit is capable of flight and counts as Flying

Vampignon

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Vampignon are half-beasts and half-fungi that exist in a state of permanent symbiosis. Roughly half the weight of the creature consists of fungi spread throughout its body. The fungi provides a poisonous defense against hostiles, and the "beast" part provides a mobile platform for the fungi and it is also responsible for consuming food.

Race: Monster/Beast
Biome: All
Rating: Weak

Special traits:

Immune to Poison +100 Poison resistance
Vulnerable to Fire -50 Fire resistance
Cannot Be Knocked Prone Cannot be knocked Prone
Strategic Regeneration Unit heals to 100% Hit Points every strategic turn
Poison attack Unit deals a combination of Poison and Pierce attacks

Venusians

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The "Venusian Empire" consists of a variety of insectoid members. They are desert scavengers, ill fitted for other terrains they roam the deserts preying on lost travelers and the odd animal. Their bodies and their minds are fundamentally different from that of a man. It is impossible to communicate with them.

Race: Monster (sometimes Flying depending on unit)
Biome: All
Rating: Weak to Strong

Special traits:

Vulnerable to Cold -50 Cold resistance
Immune to Lightning +100 Lightning resistance
Impulsive Unit goes first in combat
Equipment Venusians bring a variety of weapons to battle, ranging from swords to bows and ranged staffs.

Wolfmen

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Wolfmen may be recruited from Wolfmen Lairs.

Wolfmen live in small settlements worshipping their ancestors and their traditions. They are violent by nature and wield their cold steel with prowess few can match. Their bodies can heal almost any wound suffered in a matter of minutes, sometimes even bringing them back from death itself. The Wolfmen are the only race to coexist with the Frost Giants before their continent sank beneath the ocean. They coexisted not because they were allies but because the Wolfmen would function as hired weapons to strike within the Frost Giant society where violence between tribes was abhorred other than as an absolute necessity to cut away weakness from the race. The Wolfmen, able to survive in the cold north, worked as assassins and brawlers against those Frost Giants where violence was not yet approved. When not under the employment of the Frost Giants, they would travel by sea to raid harbor settlements, their refuge in Frost Giant lands making tracking them nigh impossible. Striking at full moon, their howls chill those who have not seen a fleck of snow their entire lives. Their white leather armor is difficult to mistake for any other.

Race: Humanoid/Beast (Male)
Biome: All
Rating: Strong

Special traits:

Blood: Wolfman Wolfmen gain +1 Moves. Wolfmen gain +10 Physical resistance from their fur.

Wolfmen fear fire and lose half of their Accuracy when trying to attack any target with a higher passive Fire attack.

Wolfmen are Male and count as Beasts and Humanoids.

Double Strike- Strike twice at -20 to Accuracy
Regeneration I Unit heals 4 points per round
Resurrection Wolfmen have a 20% Chance to gain Death Ward at the start of every battle. If the unit gains Death Ward, it will resurrect at 100% hitpoints and continue fighting if it falls in combat
Loyal Unit cannot be Charmed (from abilities such as Tame and Silvertongue)
Equipment This unit brings a variety of equipment, including armour and weapons, to battle. Wolfmen prefer leather armour and axes.

Wingless Dragon

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When two dragons come to blows, it usually ends with the death of one of them. There are two exceptions to this. The first exception is when dragons are jousting for a mate. The second exception is when the victorious dragon decides to show "mercy" on the losing dragon. When this happens, the victorious dragon will rip the wings off of the loser. Thus these Wingless Dragons roam the Elemental world. They are slower than when they had wings, and their inability to fly usually cause them to withdraw from the world to their caves to wither away. Although capable of reproducing, the severe depression caused by losing their wings usually render them infertile. But like all dragons, if awoken from their slumber, they will fight with a fury that once conquered all the world.

Race: Monster/Dragon
Biome: All
Rating: Deadly

Special traits:

Monsterous Cannot be knocked Prone, +8 Hit Points per Level
Sweep Ability: Sweep, allowing the unit to attack all surrounding enemies
Fire Breath Ability:Target units within a 1 tile radius are enveloped in fire, taking the caster's Attack in fire damage
Overpower Unit's attack damage is multiplied by the members of the defending group
Contagion Ability: All enemy units take 3 poison damage per turn for 10 turns, unless they resist
Fear Fear is triggered when combat begins
Spell Resistance +20 Spell resist
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