[b][center][i]The Companion Index[/center][/i][/b] Here is where all of the Familiars, Summons, and other such 'companions' of the Gamers will have their information. [hider=Ren Summons] [hider2=Undine] Name: Undine Type: Elemental Species: Empowered Water Elemental [url=http://cdn.okcimg.com/php/load_okc_image.php/images/0x0/0x0/0/17519383685439901232.jpeg___1_500_1_500_cb94de6a_.png]Appearance[/url] Level: 18 STR: 14 = 19 VIT: 17 = 23 DEX: 15 = 20 INT: 18 = 24 WIS: 26 = 35 LUK: 14 = 19 HP: 100 + Caster's Int (41) + Water Element Affinity (45) = 186 Resilience: 10 (+11 Armor) = 21 Concentration: 25 (+11 Armor) = 36 +38% to all Traits, -15 MP to all Abilities Defense: 24 (Dodge) 22 (Parry) Abilities: Aqua Trident: A mighty weapon made of solidified Water Essence. Deals 10 - 20 + 19 (STR) + 50% Water Affinity (22) Damage. Counts as a Water Element Attack, but deals Physical Damage. Counts as Energy Damage for incorporeal creatures. (+27 to hit). Is considered a Reach Attack, so its harder to hit up close targets (-10% Accuracy). Aqua Armor: Armor made out of solidified water essence. Nullifies Fire Damage and grants 25% Water Affinity Resistance (11) to all Damage, Resistance is halved against Lightning Damage. If granted to an ally it provides 50% Water Resistance, but costs 5 MP to give and will stay granted as long as Undine is out, but this takes it away from Undine. Water Arrow (5 MP): Attacks with an arrow of highly pressurized water. Deals 4 - 20 + 60% Water Affinity + Caster's Int% Wisdom Damage. Also launch a number of Arrows equal to 1/10th of the caster's Water Affinity. (4-10 + 33 Damage) (+25 to hit) Aqua Shield (20 MP): Undine creates a shield of water around the target. This shields the target from harm. All Water Attacks are absorbed by the shield, increasing its strength, and all fire attacks are negated (unless they have more power than the shield). The shield weakens all physical attacks by slowing them down with water resistance. The shield lasts for thirty seconds and weakens all attacks by a % amount equal to 25% of Water Affinity (11.25%) + 25% of Wisdom (8.75%) (20% Total) Healing Wave (35 MP): Undine conjures a life giving water that soothes pain and heals wounds, the water moving over the body of a target. This heals an amount of HP on all allies within a short distance of the target equal to the elemental's 50 + Wis + Int + Water Affinity (154). Aqua Ring (10 MP): Creates a flowing stream of water around the target that grants a +5 to Defense. Lasts for one minute, but can be expelled instantly to create a resistible knock back affect. If used in conjunction with Life Water, the Ring will heal the target by 25% of the amount of HP that Life Water heals every few seconds. Up to 3 Rings can be made around a target. [/hider2] [hider2=Shimo] Name: Shimo Type: Elemental Species: Empowered Frost Elemental [url=http://fc00.deviantart.net/fs10/i/2006/077/3/e/Ice_summon_by_gambare.jpg]Appearance[/url] Level: 22 STR: 21 = 26 VIT: 25 = 31 DEX: 19 = 22 INT: 27 = 34 WIS: 32 = 40 LUK: 14 = 17 +27% to all Stats, -9 MP to all Abilities HP: 275 + (41 INT) + (20 Frost Affinity) = 340 Resilience: 17 (+10 Armor) = 27 Concentration: 28 (+10 Armor) = 38 Dodge: 22 (Acrobatics 5) Parry: 20 (Melee 7) Projectile Attacks (+33 to hit) (10 Projectile) Abilities: Ice Blade (Equipment): Upon her hand Shimo can create a sword of crystallized ice essence at will. This icy blade deals 8 - 16 + 26 (STR) Damage, plus an additional amount equal to 50% of the caster's Frost Essence. +30 to hit. Robe of Winter (Equipment): This frozen garment Shimo wears is capable of protecting her from attacks. It provides a +10 Armor bonus. Furthermore, it nullifies fire, but only counts only +5 against Lightning. Any targets who get close to or strike out at one wearing the Shroud of Winter are chilled by its power, their movements being slowed and thus their DEX reduced by a % amount equal to the caster's Frost Affinity (maximum 50%). This affect will fade after 10 seconds of being away from the elemental. Cold and Wet (Passive): All enemies hit by a frost power have a chance of being inflicted with Slow (30 + Frost Affinity%, VIT DL 30 Resists) Force of Winter (Passive): All Frost powers deal an additional amount of damage equal to (25% + Frost Affinity%) of Elemental's Wisdom (18 Damage). Shards of Winter (16 MP): Sends out a blast of icy shards and energy at an opponent. If hit, the opponent takes 30 - 60 Physical Damage for the cutting shards, plus an additional 20 - 40 Frost Damage. By raising the MP Cost 50 - Frost Affinity% this can extend to a cone affect. Ray of Frost (5 MP): A ray of icy energy shoots itself from Shimo's fingertip, moving very quickly and dealing an amount of damage equal to 150% of the Caster's Frost Affinity. Also with its high speed it has an additional 10 Attack Speed (+43 to hit). Path of Ice (26 MP): Shimo conjures water that immediately freezes along a path on the ground. All foes who are unable to avoid it have their feet frozen and must use Strength to break free or be unable to move. Has a % Chance equal to 5 + half of the caster's Frost Affinity to encase an opponent completely in ice. Flurry of Healing (66 MP): Frozen snow of life is carried along a gentle breeze, healing all allies within the gentle snow flurry. This flurry lasts for 30 seconds, healing 25% Wisdom + Caster's Water Affinity damage every couple of seconds or so. [/hider2] [hider2=Lilim] Name: Lilim [url=http://images2.wikia.nocookie.net/__cb20080802151412/megamitensei/images/d/d6/LilimSMT.jpg]Appearance[/url] Type: Demon Species: Succubus Level 16 Succubus STR: 12 VIT: 18 DEX: 16 INT: 30 WIS: 25 LUK: 10 HP: 350 (+150) = 500 Resilience: 20 Concentration: 35 Attack: (Claws) 3 - 18 + 12 Damage Dodge (25 Static) (10 if Flying) Abilities: Wings: Lilim has wings and it allows her to fly. While in the air she has a +15 to Dodge, but if hit she has a chance to be knocked down from the sky. It may be harder for her to hit with certain attacks though while in the air. Charming Gaze (10 HP): Lilim gazes into the target's eyes and tries to seduce them and have them fall to her charms. If they fail a Focus Roll (opposed, +35 for Lilim) they are effectively Charmed and will usually listen to what she says until they can break free. It takes an Action of her's to command someone though. Demon Lightning (35 HP): Demonic power turns into black, cackling lightning at Lilim's fingertps that she launches at a foe. This lightning, if it hits, deals 35 - 70 + INT Demon/Lightning Damage (+50 to hit). If the opponent is wearing metal armor then that armor is ignored and they also take 25% more damage. This lightning also has a chance to damage other nearby targets for 50% of the damage (25% Chance). This Lightning can also be added to Lilim's claws as an attack. Pheremone Wave (20 HP): Lilim lets out an invisible wave that, if the targets fail a Focus Roll (DL 25) leave them in the Confused Status by filling their senses with Lilim's seduction which disorientates them. [/hider2] [hider2=Galkyr] Name: Galkyr [url=http://img4.wikia.nocookie.net/__cb20080609212635/megamitensei/images/9/94/Pascal.jpg]Appearance[/url] Type: Demon Species: Devil-hound Level: 23 STR: 35 VIT: 32 DEX: 25 INT: 18 WIS: 16 LUK: 8 HP: 975 + (150) = 1125 Resilience: 45 Concentration: 35 Attack: Claws (+35 to hit, 10 Fisticuffs) 20 - 35 + 35 Damage Bite (+25 to hit, 10 Fisticuffs, -10 Bite Accuracy) 30 - 60 + 35 Damage Dodge (Static 15, 10 Acrobatics) Abilities: Fire Claws (8 HP/Round): Envelopes the claws or fangs in fire, allowing attacks to deal an additional 20 Fire Damage. If the target is hit, the demonic flame burns the foe for an additional 5 rounds, dealing 4 - 8 Damage per round. If Berserking, the fire damage is all doubled. Berserk (20 HP/Round): Galkyr goes into a berserking rage. Strength doubles, but Hit Chance and Dodge are cut in half. Berserker Rush (70 HP): Galkyr rushes at a foe while in a blistering rage, biting and slashing at a foe repeatedly with its claws. Can only be used while Berserk. Allows Galkyr to attack multiple times. Power Strike (20 HP): An incredibly powerful attack that uses more strength than normal and deals 150% damage. Fireball (30 HP): Shoots a sphere of demon's flame at a foe that explodes and damages all nearby creatures. Deals 30 - 75 + 18 Damage. +30 to hit. All of those hit are caught aflame for 5 rounds and take 5 - 15 Damage per round. The fire cannot be put out through normal means. Fire Breath (20 HP): Spews a fiery breath of hell fire. Deals 15 - 50 + 18 Damage to all creatures hit in 30ft Cone. (DL 28 Acrobatics Roll to only take half). All creatures hit fully catch aflame for 5 rounds and take 5 - 15 Damage per round. The fire cannot be put out through normal means. Fiery Armor (10 HP/Round): Galkyr creates an shroud of demonic fire around himself that burns all creatures in close proximity for 8 + 10 - 20 fire damage per round. Fire Demon: If hit by Fire, Galkyr's strength temporarily increases by a % amount equal to 20% of the damage dealt. [/hider2] [/hider] [hider=Lucian's Summons] [hider2=Sylph] Name: Sylph Type: Elemental Species: Bonded Air Elemental Level: 14 STR: 14 = 17 VIT: 15 = 19 DEX: 24 = 30 INT: 15 = 19 WIS: 20 = 26 LUK: 10 = 13 +28% to all Stats HP: 150 + Caster's INT (30) + Wind Element Affinity (26) = 206 Abilities: Dodge (13 Static) Air Pulse (8 MP): Launches a strong pulse of wind at the opponent. Deals 3 - 12 + 50% Wind Affinity + Caster's INT% of Elemental's Wisdom in Wind Damage. Also can knock an opponent back. Air Blast (15 MP): Sylph creates a sudden surge of air that blasts away all nearby foes. Foes can try and resist. Also deals an amount of damage to all who are hit equal to Wind Element Affinity% of Elemental's Wisdom. Can try to dodge for half damage. Wind Shield (20 MP): Creates a shield of wind either around the target or the elemental. Lasts for 20 seconds. Deflects attacks by 25% of Elemental's Wisdom to make them harder to hit. Also weakens attacks by 50% of the Elemental's Wisdom Air Elemental (Passive): Absorbs Wind damage, only takes 50% Earth Damage, Physical Damage is only 50% effective, and takes 50% more Fire Damage. Elemental Absorption Transfer: Whenever Sylph would absorb Elemental Damage that she doesn't heal, a % of that Wind Damage equal to 50% of your Wind Affinity turns into Mana which is transferred to its user. [/hider2] [hider2=Gnome] Name: Gnome Type: Elemental Species: Basic Waking Earth Elemental Level 18 [url=http://img3.wikia.nocookie.net/__cb20140625070534/the-gamer/images/1/12/Gnome.jpg[/url] STR: 25 = 31 VIT: 29 = 35 DEX: 15 = 18 INT: 15 = 18 WIS: 20 = 25 LUK: 10 = 12 +25% to all Stats HP: 400 + 30 (Caster's INT) + 21 (Earth Affinity) = 451 Resilience: 35 (+10) = 45 Concentration: 40 (+5) = 45 Dodge (28 Static, 4 Acrobatics) Parry (25 Static, 7 Melee) Abilities: Earth Club (Equipment): Gnome takes out a large club made of earth essence and can attack with it. This mighty club deals 20 - 40 + STR Damage. Earth Waking (Passive): A Waking Earth Elemental is able to wake the elemental force of earth from within itself constantly to protect itself and its summoner. Grants the elemental +10 Resilience and +5 Concentration. Summoner is granted a Resilience and Concentration Bonus equal to 50% of his/her Earth Affinity. This bonus, however; is ignored by Air and Storm Elemental Attacks. Also any Earth Magic the Summoner uses is strengthened by a % amount equal to 50% of Gnome's Wisdom while Gnome is summoned. Also Physical Damage Resistance is cut in half against opponent's with specific physical resistance affects. Earth Shards (20 MP): Gnome materializes solidified shards of earth essence from below an enemy to bash into them. A number of shards equal to Gnome's INT are materialized. For each shard this attack deals 20% of Gnome's WIS in Physical Earth Damage. Earthen Grasp (30 MP): A hand of earth is materialized and can grasp an enemy with Gnome's own physical strength (+18 to grab). Upon grabbing an opponent they are considered Grappled and cannot move and must attempt to break free if they wish to move freely. Earth Shield (50 MP): A shield of earth element appears around the target to protect them from harm completely. It has a Resistance equal to 10 + Gnome's WIS + Caster Earth Affinity and an HP equal to Gnome's 50 + WIS + INT + Caster Earth Affinity. Note though that the shield does not move and can always be hit (Static 75). The target inside of the shield can still see through it, since it is essence and thus ethereal, but if they move from it then the shield collapses and they leave its protection, meaning to be protected they must stay stationary. The target can still attack or cast spells from it. Earthen Armor (40 MP): Earth essence gathers and covers a target's vitals, providing a powerful armor for them. This armor lasts for 1 minute and grants a Resistance Bonus equal to half of the Summoner's Earth Affinity. Note though it is considered Armor and any Air and Storm attacks are only half resisted by the armor. [/hider2] [hider2=Rai] Name: Rai Species: Basic Lightning Elemental [url=http://fc03.deviantart.net/fs71/f/2013/244/e/a/elemental_titans___lightning_by_mindofgemini-d6kk870.png]Appearance[/url] Level: 15 STR: 12 = 14 VIT: 15 = 17 DEX: 24 = 28 INT: 22 = 25 WIS: 12 = 14 LUK: 10 = 11 HP: 90 + 16 (Affinity) + 30 (Caster's INT) = 136 +18% to all Stats -7 MP to all Elemental Abilities +38 to Dodge (Static 12) Lightning Bolt (33 MP): Fires a bolt of lightning at a foe that deals 25 - 50 + Elemental Affinity + INT Damage. +50 to hit [/hider2] [/hider]