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FFE Additional Info; The remainder of the tutorial
Topic Started: Mar 12 2008, 05:27 PM (896 Views)
AmuroNT1
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Monsters

The monsters of Gaia are divided into several categories by scholars, primarily based off of their species and hunting habits.

Amorphs - Creatures without a set physiology, Amorphs vaguely resemble jellyfish except that they are land-based for the most part. Amorphs are adept at hiding, which they use to ambush their prey. Amorphs tend to hunt Birds when they come near the seaside to catch fish, but are themselves vulnerable to the selfsame Aquans. Examples of Amorphs include Flan, Slimes and Leeches.

Arcana - Creatures of a mystical origin, typically formed when the planet's latent magick energy reaches a particularly high point. Arcana creatures tend to be born from the elements that exist where they form. Arcana creatures are in direct opposition to Undead. Examples of Arcana creatures include Bombs, Evil Weapons, Golems, and Magick Pots.

Aquans - Creatures that fall into the fish and amphibian classes of the animal kingdom, Aquans spend almost their entire lives in the water. What distinguishes Aquans from standard fish is that they are not typically hunted for food. Aquans are hunted by Birds, but themselves prefer the Amorphs that hide near the seas to ambush the Birds. Examples of Aquans include Pugils, Crabs, and Octopi.

Beasts - Creatures which generally fall into the mammal class of the animal kingdom, but lack the intelligence to qualify as Beastmen. Beasts make their homes all over the world and hunt for many kinds of prey. They prefer Lizards, but are often caught off-guard by Plantoids disguised as innocent plants. Examples of Beasts include Bats, Behemoths, Couerl, Tigers, and Uribo.

Beastmen - Possibly the most dangerous type of monsters still existant today, Beastman is the collective term for creatures which possess intelligence near that of the civilized races. They tend to form strictly regimented, tribal societies, and have an unbridled hatred for Humes and their allies. Examples of Beastmen include Goblins, Lamia, Mind Flayers, Minotaurs, and Tonberries.

Birds - Creatures which fall into the avian class of the animal kingdom. As with Vermin, avians which do not typically attack larger creatures are not subject to this classification. Birds' preferred diet is Aquans, but their coastal hunting grounds tend to leave them subject to surprise attacks from Amorphs. Examples of Birds include Chocobos, Juravis, and Zu.

Demons - Long thought to be extinct, Demons are creatures of pure evil that exist outside normal reality. Records from the past show that Demons tend to be very powerful, commanding a good deal of magick and physical prowess. Such records also show that Demons and Dragons tended to clash.

Dragons - In the past, Dragons were large, intelligent creatures capable of flight and incredible feats of magick. Dragons tended to side with the intelligent races, especially against Demons, and are thus highly revered in modern culture. However, over time, true Dragons (dubbed Hiryuu) have all but died out, leaving the mantle of their kind to lesser creatures. Examples of (modern) Dragons include Hydras, Wyverns, and the Drakes used as familiars by Dragon Knights.

Lizards - Creatures that belong to the lizard class of the animal kingdom. As with all Monsters, the Lizard classification does not include smaller, unintelligent creatures. Lizards are insectivorous, making them natural predators of Vermin, but are themselves hunted by Beasts. Examples of Lizards include Lizards, Raptors, and Cockatrices.

Plantoids - Animated plants and fungi make up the Plantoid category. Unlike their more orthodox cousins, Plantoids are intelligent creatures - not to mention carnivores. They often take advantage of their natural camoflage to attack Beasts, but often find themselves hunted by Vermin, as their brethren are. Examples of Plantoids include Cactaurs, Gobbues, Morbols, and Treants.

Undead - Creatures spawned from the deceased through unholy magickal means. Undead tend to be little better than animals, as whatever intellect they possessed in life is replaced by a malicious echo of their controller's will. Undead creatures are in direct opposition to Arcana. Examples of Undead creatures include Ghouls, Skeletons, and Zombies.

Vermin - Creatures that fall into the insect, arachnid, and similar classes. While standard Vermin such as houseflies are not a threat, creatures of larger size and ferocity exist in almost every area of the world. Vermin tend to be herbivorous and thus are the natural enemy of Plantoids, but are themselves hunted by Lizards. Examples of Vermin include Bees, Beetles, Scorpions, Spiders, and Worms.
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AmuroNT1
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The man who destroys worlds and creates worlds
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(NOTE: Don't let all this stuff confuse you, it's mainly for worldbuilding and such.)

Glossary

Action - The term for skills that are used actively by a character; only one Action may be used per turn. Technically speaking, the basic physical attack is an Action skill.
Black Magick - The category of magick in which chaos and change are inflicted upon the target. Some people consider Black Magick to be evil, as it is the polar opposite of White Magick, which is commonly associated with the Church and religion.
Blue Magick - A rare form of magick, Blue Magick does not rely upon inflicting or preventing change upon an enemy. Instead, it involves the user taking the change inflicted by other forms of magick into his own being, learning them and making them his own. Blue Mages use their skills to learn the magick-like abilities used by monsters.
Chocobo - An animal native to many Final Fantasy worlds, the Chocobo is a large bird that serves as the primary riding animal of most of those worlds. Chocobo are about the size of ostriches, but hardier and capable of carrying an adult humanoid in the same manner as a horse. Many breeds of Chocobo exist, each adapted to a different environment and identifiable by their plumage.
Element - Most forms of energy in the world fall into an elemental category. The six most common elements are Fire, Ice, Wind, Earth, Lightning, and Water. There are four more elements, Holy, Dark, Gravity, and Light, which are much rarer; some consider Poison an element, but most magickal scholars do not.
Gil - The name for money in the universe of Final Fantasy. In FFE, the Gil is a gold coin and the standard denomination of currency in the world. Lesser currencies include the silver Kol (1 Gil = 10 Kol) and the copper Zen (1 Gil = 100 Zen). Each major nation mints its own coins, with value and exchange rates varying depending on the nation's economy and the quality of the coin.
Green Magick - A form of magick which, instead of focusing on causing direct effects on the user's intended target, instead bestows a condition, either positive or negative. Because of its nature, both Black and White Mages tend to know some Green Magick spells. Even though they do not directly destroy enemies or heal allies, Green Mages are highly valued because their spells can set the pace of a battle and end it before it even begins.
Job - The general term for the abilities and skilled that a person possesses after a lifetime of experience and training.
Ninja Magick - A special form of magick practiced by the Ninja from the land of Ziga. Ninja magick uses special focus items to cause a number of special effects, including support and attack magick.
Poach - A rare ability, usually possessed by Hunters, that allows them to take extra care in the killing of monsters so that their remains can be used afterwards. Possible uses include skinning and tanning of hides and using the organs or bones to produce special items or chemicals.
Reaction - The set of abilities that are activated reflexively in response to another creature acting upon the person. Reactions are often made in response to physical attacks, but others react to spells, ranged attacks, or others.
Skill Set - The term for all the abilities possessed by a character, including his Action, Reaction, and Support skills.
Summon Magick - A special class of magick in which the user's magick calls out to powerful spirits, requesting their aid. As the summoned creatures are intelligent beings in their own right, they choose whether or not they wish to aid the Summoner; as such, Summoners should ideally maintain good relations with the summoned creatures. Summons are always limited to beings below the level of gods; all Summoners who have attempted to summon one of the seven gods are deemed heretics and hunted down.
Sword Magick - A special class of magick practiced by Magick Knights, Sword Magick focuses power into the user's weapon, imbuing it with extra power. Sword Magick is considered a sub-group of Green Magick, as it enhances the weapon rather than directly affecting enemies or allies. Despite the name, Sword Magick is not restricted to just swords and can be used on any weapon.
Support - The set of abilities that are constantly in action, enhancing the person's abilities and skills.
Time Magick - A rare and special form of magick that influences time and space. Time Magick includes abilities that speed up or slow down their enemies, teleport, or attack them with black holes, meteors, starlight, and other means.
White Magick - The class of magick that works to protect and preserve order. The common people think of White Magick as "good" magick, since its use is primarily sanctioned by the Church; however, the fact that even nonreligious people can work White Magick proves that it is not exclusively granted by the gods.

Items
-Healing Items
Potion: Restores a small amount of HP
Hi-Potion: Restores a large amout of HP
X-Potion: Restores all HP
Ether: Restores a small amount of MP
Hi-Ether: Restores a large amount of MP
Elixir: Restores all HP an MP
Mega-Elixir: Restores all allies' HP and MP
Phoenix Down: Revives a KO'd ally

-Status Items
Antidote: Cures Poison
Bandage: Cures Bind and Disable
Deodorant: Grants Deodorize
Echo Screen: Cures Silence
Eye Drops: Cures Blind
Handkerchief: Cures Oil
Magick Hourglass: Cures Slow and Stop
Maiden's Kiss: Cures Frog
Golden Needle: Cures Petrify
Gysahl Greens: Cures Berserk
Holy Water: Cures Curse and Zombie
Remedy: Cures most negative status conditions

-Miscellanious Items
Bacchus' Wine: Causes Berserk
Bomb's Right Arm: Fire damage
Dark Matter: Non-elemental damage
Earth Drum: Earth damage
Heavenly Wrath: Lightning damage
Lilith's Kiss: Drains HP
North Wind: Ice damage
Turtle Shell: Raises defense
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